New Module - Modern world
Posted: Mon Aug 30, 2010 6:43 pm
So I was thinking of making a new module on a more modern setting, in a standard world.
I began thinking on the classes and the troubles began.
In a modern worls it's hard to come up with a reason NOT to use firearms so, how can I make classes thay play differently when all they do is point and shoot?
With that in mind here's what I've thought
Sniper - Uses Sniper Rifles, fragile on close combat
I thought on giving him stealth and survival, making him like a long range rogue
talents (I'll describe the new talents further down):
Sniping
Ammunition
Sharpshooting
Stealth
Survival
Combat trainig?
Gunslinger - Fights with two pistols. Since they have shorter range, he'll see himself in close combat more often
Lots of shots but with less accuracy, range and damage. I was imagining him using ranged weapons surrounded by enemies, firing on all directions
Twin-guns
Ammunition
Sharpshooting
Combat techniques?
Combat training
...
Soldier - Uses Assault Rifles. A bit between the two others
Assault
Ammunition
Sharpshooting
Combat training
Survival?
...
Obviously I would need 3 new classes of weapons, all the casses have Shoot to start with
So... the talents:
Sniping - Uses Cunning
Aim
Double Shot - fires two shots with increasing damage
Piercing Shot
One shot, one kill - After a few rounds of preparation (dazed?) one shot with a % of instakill
Twin weapons - Uses Dexterity. I'm assuming that with 2 pistols, Shoot fires them both
Ambidexterity - I was thinking that the offhand shot should have lesser accuracy, this talent will offset that
Perypheral Vision - Can fire each gun at a different target (more levels give a bigger arc between the targets, 180' on level 5)
Shoot and move - Fires at a target and "jumps" (teleports?) a few squares away depending on the talent level
??? - Maybe firing on all directions, or a ball centered on the player, or flurry?
Assault - Uses... strength to deal with the heavier weapons? Con?
Burst - Fires 3 shots. Damage increases with talent level
Spray - Cone, several shots on each target?
Shot on the run - Activated. For a few rounds you can move and fire as an action (with less accuracy, and damage probably)
Full Auto - A _lot_ of shots. Is 10 too much?
I thought of these next talents as "general" for all the gun using classes. I found that they lacked more utility options
Sharpshooting
Bull's Eye - Increases damage with guns
Crippling Shot
Anatomy Study - Increases % crit with guns
Critical Shot?
Ammunition - Except for the first, all these talents are sustained and only one can be active at a time. The last 3 are all level 2 and only require one other talent in this class
Bullet creation - Maybe melting metal objects?
Armor piercing bullets - Increases penetration on all shots
Corrosive Shots - Add Acid damage to each shot
Poison darts - Add poison damage to each shot
So, this is what I came up with but I'm not sure it is enough to make playing the 3 classes all that different. I'm now thinking on weapon add-ons (silencers, scopes) that may add variety
Also, I'm not sure on the exact number on the talents to make them balanced... and advanced talents would be cool because they look too similar, no?
What do you guys think?
I began thinking on the classes and the troubles began.
In a modern worls it's hard to come up with a reason NOT to use firearms so, how can I make classes thay play differently when all they do is point and shoot?
With that in mind here's what I've thought
Sniper - Uses Sniper Rifles, fragile on close combat
I thought on giving him stealth and survival, making him like a long range rogue
talents (I'll describe the new talents further down):
Sniping
Ammunition
Sharpshooting
Stealth
Survival
Combat trainig?
Gunslinger - Fights with two pistols. Since they have shorter range, he'll see himself in close combat more often
Lots of shots but with less accuracy, range and damage. I was imagining him using ranged weapons surrounded by enemies, firing on all directions
Twin-guns
Ammunition
Sharpshooting
Combat techniques?
Combat training
...
Soldier - Uses Assault Rifles. A bit between the two others
Assault
Ammunition
Sharpshooting
Combat training
Survival?
...
Obviously I would need 3 new classes of weapons, all the casses have Shoot to start with
So... the talents:
Sniping - Uses Cunning
Aim
Double Shot - fires two shots with increasing damage
Piercing Shot
One shot, one kill - After a few rounds of preparation (dazed?) one shot with a % of instakill
Twin weapons - Uses Dexterity. I'm assuming that with 2 pistols, Shoot fires them both
Ambidexterity - I was thinking that the offhand shot should have lesser accuracy, this talent will offset that
Perypheral Vision - Can fire each gun at a different target (more levels give a bigger arc between the targets, 180' on level 5)
Shoot and move - Fires at a target and "jumps" (teleports?) a few squares away depending on the talent level
??? - Maybe firing on all directions, or a ball centered on the player, or flurry?
Assault - Uses... strength to deal with the heavier weapons? Con?
Burst - Fires 3 shots. Damage increases with talent level
Spray - Cone, several shots on each target?
Shot on the run - Activated. For a few rounds you can move and fire as an action (with less accuracy, and damage probably)
Full Auto - A _lot_ of shots. Is 10 too much?
I thought of these next talents as "general" for all the gun using classes. I found that they lacked more utility options
Sharpshooting
Bull's Eye - Increases damage with guns
Crippling Shot
Anatomy Study - Increases % crit with guns
Critical Shot?
Ammunition - Except for the first, all these talents are sustained and only one can be active at a time. The last 3 are all level 2 and only require one other talent in this class
Bullet creation - Maybe melting metal objects?
Armor piercing bullets - Increases penetration on all shots
Corrosive Shots - Add Acid damage to each shot
Poison darts - Add poison damage to each shot
So, this is what I came up with but I'm not sure it is enough to make playing the 3 classes all that different. I'm now thinking on weapon add-ons (silencers, scopes) that may add variety
Also, I'm not sure on the exact number on the talents to make them balanced... and advanced talents would be cool because they look too similar, no?
What do you guys think?