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Old 10-30-2022, 03:03 AM   #5
Varyon
 
Join Date: Jun 2013
Default Re: Aimed Rapid Fire Ranged Deceptive Attack

Quote:
Originally Posted by Maz View Post
In this scenario the shooter has spend two actions [1 to aim, 1 to shoot], without the ninja having any actions. That's a little unfair. On his action, the Ninja could have moved further away (increasing the range penalty), moved into cover (giving to-hit penalty), move into CC (giving Bulk penalty), made a move and attack, potentially a slam disrupting the shooters aim.
Or taken an All Out Defense-manouver for +2 to dodge.
As the target is a ninja, a decent option for him/her to go for to avoid getting shot is throwing shuriken. While they aren't great weapons, the character cannot defend without spoiling his/her aim, and if the character opts to just take the hit (potentially risking poisoning), he/she must pass a Will check to avoid ruining his/her aim anyway - and even if passing that, there will likely be a shock penalty in play for the shot.

Quote:
Originally Posted by Maz View Post
also, also. If you want more realism. Aimed attacks are suggested requiring All-Out attack in GURPS:Tactical Shooting. You really, really do not want to make an All-out-attack with a ninja within striking distance!
Douglas Cole's "On Target" Pyramid article is a bit less harsh - it allows for a Committed Attack (which makes defense more difficult, but not outright impossible) to take advantage of Aim in addition to getting a +1 to hit, and boosts All Out Attack to +2 for range attacks. Even if not using the rest of the article (which makes Aim a bit more complex by turning it into a sort of pseudo-attack - personally I like to go a step further and allow the target to Dodge the Aim), that change is a worthy addition to the rules. If it seems too beneficial to get a +2 for going All Out, you could also have the Committed Attack option not give any bonus on its own, but allow for using the Aim bonus - so after an Aim you could Attack at normal skill (meaning you wasted your time with that Aim), Committed Attack at skill+Acc (+1 or +2 for multiple seconds, and an additional bonus for using a scope), or All Out Attack at skill+1+Acc (+ additional bonuses, as above).


As for the original question... on the one hand, it seems odd to be able to turn the bonus from going full-auto into predictive shooting, as in particular GURPS weapons tend to be difficult to control when doing so. On the other hand, the idea you could spread your shots out a bit more - for less chance of hitting the foe (functionally, the foe is actually being attacked at a lower RoF, with the rest of the bullets going into the area around the foe) but leaving said foe with almost nowhere to go to avoid getting hit - honestly makes a good deal of sense. I think I'd allow it.
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Last edited by Varyon; 10-30-2022 at 03:19 AM.
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