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Old 05-11-2016, 12:23 AM   #9
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: Handling Long-Range Musketry

Quote:
Originally Posted by Anthony View Post
The GURPS range rules in general are more of a gameable hybrid than anything resembling modeling of real world performance; firing under controlled conditions is much more reliable and has much faster performance dropoff than the rules in GURPS. This is, most likely, because your skill in GURPS includes effects other than "did you aim in the right place" -- when someone misses at 2 yards, that's not because of the accuracy of their weapon.
If reality is that accuracy in general is maintained for longer but then drops faster past a certain point, that to me that sounds like the underlying issue is how range table spaces the range penalties by distance.

I also quite liked systems that recognise that different weapons/set ups are best suited for different ranges (i.e not just a bonus to all shots which you apply to all ranges)

Last edited by Tomsdad; 05-11-2016 at 02:54 AM.
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