01-27-2010, 03:38 PM | #31 | |
Join Date: Oct 2009
|
Re: Weapon Master for Guns
Sorry Doug, I made that argument LAST PAGE, I just got massively Ninja'd by the time I got around to posting it. But, eh, I still think you could call it hitting more on-target for the extra damage.
Also, the reason I petition WM (Guns) is because Gunslinger seems a bit too easy. Adding Acc...unless you're speed-aiming it doesn't seem like a 'realistic' advantage. I know it's not but WM (Sword) sounds more realistic in principle than Gunslinger, y'know? Quote:
|
|
01-27-2010, 03:44 PM | #32 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Weapon Master for Guns
Quote:
Quote:
|
||
01-27-2010, 03:50 PM | #33 | ||
Join Date: Oct 2009
|
Re: Weapon Master for Guns
Quote:
Quote:
|
||
01-27-2010, 03:59 PM | #34 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Weapon Master for Guns
Kinetic Energy aka "what base GURPS damage actually measures". This is entirely dependent on the objects mass and velocity. Mass isn't variable here, your sword has the same mass no matter what your skill. GURPS assumes that skill doesn't meaningfully affect velocity either, which is merely a result of (Striking) ST.
Quote:
Quote:
|
||
01-27-2010, 03:59 PM | #35 |
Join Date: Dec 2009
|
Re: Weapon Master for Guns
You could construct a damage bonus from Innate Attack with Follow-Up :J
__________________
If you must feed the troll, take it to PMs. "If it can't be turned off, it's not a feature." - Heuer's Razor Waiting For: Vehicle Design System
|
01-27-2010, 04:44 PM | #36 |
Banned
Join Date: Oct 2007
Location: Europe
|
Re: Weapon Master for Guns
Spycraft 2.0 (possibly also the original edition) has some kind of ability, probably a Feat, that lets character deal large-shortarm damage with small shortarms, i.e. so that a small-caliber pistol or revolver function as a large-caliber weapon.
One could have something similar in other RPGs, a cinematic Advantage that only affects small-caliber shortarms (and medium-caliber ones), but particularly in GURPS it might get problematic with regards to armour penetration. Although Spycraft has some ways to reduce damage by a little bit (weak dR), the primary affect of armour still is to make the wearer harder to hit (AC), so there isnt the same potential problem of letting small guns do the same amount of damage as large guns. |
01-28-2010, 03:30 AM | #37 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
|
Re: Weapon Master for Guns
|
01-28-2010, 07:14 AM | #38 | |
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
|
Re: Weapon Master for Guns
Quote:
On a side note, it's much easier and cheaper to modify a gun to be fine and very fine, giving reliability and acc increases and it's just as easy and cheap to modify the ammunition to do the same. I think the mechanics of the weapon master are just not needed considering that.
__________________
-safe from the children born as ghosts |
|
01-28-2010, 02:40 PM | #39 |
Join Date: Oct 2007
Location: Vermont
|
Re: Weapon Master for Guns
I disagree.
I've only significantly studied unarmed martial arts, but a high percentage of the training I've received has focused on using the whole body in unison in order to hit with more effective mass (your whole body instead of just your arm) and to use more muscle groups (using your glutes to accelerate your fist). There's no reason why weapon training could not teach the same principles*, and no reason weapon skill could not increase damage in the same way that GURPS Karate and Boxing do. *But I think in general they don't focus on it as much IRL, most weapons being plenty lethal at the forces you can generate normally.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
01-28-2010, 02:46 PM | #40 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Weapon Master for Guns
Quote:
|
|
Tags |
guns, new advantage, weapon master |
Thread Tools | |
Display Modes | |
|
|