08-14-2017, 05:44 PM | #11 | |
Join Date: Jun 2006
|
Re: Increased Range
Quote:
We can quibble about how much of a limitation "only for negating range penalties" is relative to full skill, but frankly for missile weapons it's quite a lot of it. Still you are probably shooting at close range more often than really long. I could perhaps be argued down the multiplying by 3 instead, for 36 points. My main goal here is to get a ballpark number I can use to arbitrarily price the advantage, rather than trying to calculate it from the enhancements and limitations system, which isn't going to yield a number that is any fairer. We spend a lot of time on the forum rules lawyering trait costs, and it's a sometimes entertaining mini-game in itself, but I rarely bother for actual use in a game. Anything that needs more than two or three *standard* modifiers is far too likely to yield nonsense, never mind if I need custom ones.
__________________
-- MA Lloyd |
|
08-14-2017, 05:58 PM | #12 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Increased Range
Increased skill, only to negate range penalties. Increased skill is normally 4/level; based on Accessible that's probably -10-20%; if we're being generous and want simple numbers, go with -25% so 3/level (to negate penalties with a single skill).
|
08-15-2017, 01:20 AM | #13 |
Join Date: Jul 2010
|
Re: Increased Range
It's quite surprising that GURPS doesn't have rules for reducing/removing penalties for ranged attacks with archaic weapons like bows, crossbows etc.
I quite like your suggestion Anthony, it's nice and simple and doesn't require looking up anything. |
08-15-2017, 02:19 AM | #14 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Increased Range
|
08-15-2017, 06:58 AM | #15 |
Join Date: Jun 2006
|
Re: Increased Range
Does anybody else think Zen Archery has a terrible mechanic? Double the number of die rolls, and add some additional math - divide by 3 isn't *hard* but it's not one of the divisions that most people can do without thinking like 2 or 10.
__________________
-- MA Lloyd |
08-15-2017, 08:32 AM | #16 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: Increased Range
Not really, no. You'll end up making fewer dice rolls to actually take out an opponent in the range bracket where it's useful, assuming you have Zen Archery at a high enough skill level that you can cope with some penalties. And dividing integers in the range 3-30 by 3 is much quicker than general division, at least for me.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
08-15-2017, 10:25 AM | #18 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: Increased Range
They are their own system, worthy of being compared with any magic system.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
08-15-2017, 10:37 AM | #19 |
Join Date: Dec 2006
Location: Meifumado
|
Re: Increased Range
Back to Telescopic Vision, it looks like the more "canonical" way to do it, particularly not needing TBaM, and it's an Advantage.
It'd be much slower to use than malloyd's version though, requiring enough seconds of Aim to gain the added Accuracy.
__________________
Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
|
|