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Old 05-11-2016, 12:28 PM   #19
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Handling Long-Range Musketry

Quote:
Originally Posted by Tomsdad View Post
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.
It's not really.

For pretty much any modern weapon, hit probability for a correctly aimed shot at 100 meters will be 100%. In the real world, shots at 100 meters do not hit anywhere near 100% of the time. This tells us that most shots are not in fact correctly aimed -- i.e. the issue is shooter error, not anything about the gun. GURPS skill is mostly about error rates.

A more realistic version of accuracy than what GURPS does would be an aim bonus that is completely determined by the ergonomics of the weapon, and then a maximum skill that is determined by the intrinsic accuracy of the gun.
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