Inspired by the gun-fighting mechanics in Boot Hill, I've been tinkering with rules to use in Labyrinth Lord for death-rays, boomsticks, and magic wands.
I'm still not certain how I want to handle the to-hit rolls for point and shoot weapons that bypass or ignore armor. I don't want to use standard AC because hardened scales and quick reflexes don't really help much against bullets. I'm leaning toward something like a Dex check with modifiers for the target's size and range, but I really don't want to fiddle with a size category chart. I'll try to figure something out soon.
I do have these other two charts finished, and I quite like them. These could be useful for any ranged attack.
Hit Location
Odd = Left [d20] Even = Right
(add half your level)
1-2 : Hand/Wrist
3-6 : Arm
7-10 : Foot/Leg
11-12: Shoulder
13-14: Groin/Abdomen
15-18: Chest
19-20: Head/Neck
or
1-9 Outer Ring
10-17 Inner Ring
18-20 Bulls Eye
Hit Severity
Hit Location roll + 1d20
2-20 : Light Wound
21-26 : Serious Wound
27-40 : Grievous Wound
If the target is using cover don't adjust the to-hit roll, just let the location chart and your common sense tell you if the shot was blocked. A crossbowman behind a parapet would have his legs and abdomen protected. Bullet proof vests only help when you get hit in the chest.
The meaning of Light/Serious/Grievous is open to interpretation. They could represent different save bonuses, damage modifiers, or different effects altogether. Maybe something like this...
Thrown Melee Weapons
Light: use smaller die for damage
Serious: normal damage
Grievous: use larger die for damage
Arrows, Bolts, Sling Stones
Light: half damage
Serious: normal damage
Grievous: double damage
Firearms
Light: 1 damage per HD of target
Serious: 2 damage per HD of target
Grievous: d4+2 damage per HD of target
(Exceptionally large creatures: 0/1perHD/2perHD)
(Godzilla: 0/0/Annoyed)
Phaser (set to stun)
Light: Hit location is numbed/paralyzed for d4 rounds
Serious: target is stunned for d4 rounds
Grievous: target is knocked unconscious for one turn
Phaser (set to kill)
Light: d6 damage + Save vs. Death +5
Serious: d6 damage + Save vs. Death
Grievous: d6 damage + Save vs. Death -5
Phaser (highest setting/disintegration ray)
Light: Save vs Death or Hit location disintegrates
Serious: Save vs Death or Target and all possessions disintegrate
Grievous: Target and all possessions disintegrate
No comments:
Post a Comment