10-01-2004, 05:40 PM | #1 |
Join Date: Sep 2004
Location: France!
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Continuity of turns vs. Auto ranged weapons
Hi GURPSmates,
From 3rd to 4th, the rules for Automatic Ranged Weapons changed a bit. I've got a "conceptual" question about it. I think the topic was already tackled in another thread but maybe not from this point of view: GURPS combats are divided into sequences, themselves divided into turns, in which characters undertake actions. This kind of division, with turns of different characters overlapping each other, gives a sense of continuity, and thus, of realism. ... As opposed to many other games where each character acts on its turn (round), with turns of different characters being successive and non-overlapping, giving the impression of a discrete unrealistic succession of actions (like some kind of 'syncopic' (if ever the word exists in English) moves). I'm coming to the point. The former rules for Auto Ranged Weapons (ARW) had us adding Rcl penalties from a turn to another, inducing an increasing curve of difficulty, thus sticking to the principle of continuity. Whereas 4th ed. ARW rules give me the impression that if my character keeps its finger on the trigger during two or more turns, it is going to have a flat difficulty equal to the one it had in its first turn. Aren't those ARW rules (even if I do like them) contradictory to the principle of continuity (or "transitivity of actions through turns")?
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Ludo - One of the 87% of Dangerous Sane Frogs |
10-01-2004, 05:51 PM | #2 |
Join Date: Sep 2004
Location: France!
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Re: Continuity of turns vs. Auto ranged weapons
Just adding a remark:
What about aiming while firing full-auto (which was easily understandable with "continuously" adding Rcl in 3rd ed., and which is not even spoken about in 4th ed.)?
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Ludo - One of the 87% of Dangerous Sane Frogs |
10-01-2004, 06:28 PM | #3 |
Join Date: Aug 2004
Location: Union City, California
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Re: Continuity of turns vs. Auto ranged weapons
Hmm, I actually don't see how a "continuous turns" point of view changes the arguments on Recoil penalties expounded upon at length in the other thread.
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Kevin C. Wong jahn@csua.berkleley.edu |
10-05-2004, 10:50 AM | #4 | |
Join Date: Sep 2004
Location: France!
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Re: Continuity of turns vs. Auto ranged weapons
Quote:
AND My question has got two sides: 1- (the penalty) What about the former (3rd e) increase of Rcl penalties? Why a flat penalty whereas the increasing penalty seemed realistic? 2- (the aiming bonus) Isn't it contradictory to "break" time into "rounds" with this new rule whereas GURPS succeeded in giving the impression of continuity? Shooting 5 bullets each subsequent turns during 3 turns gives a flat bonus for each turn, can't I aim while shooting? etc.
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Ludo - One of the 87% of Dangerous Sane Frogs |
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10-06-2004, 02:24 AM | #5 | ||
Grim Reaper
Join Date: Aug 2004
Location: Italy
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Re: Continuity of turns vs. Auto ranged weapons
Quote:
Quote:
compensate for recoil, for a net +0. Recoil still matter, cause it's used to know how many bullets hit the target. 0.02€
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bye! -- Lut God of the Cult of Stat Normalization |
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10-06-2004, 09:10 AM | #6 | |
Join Date: Aug 2004
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Re: Continuity of turns vs. Auto ranged weapons
Quote:
I think they've mostly got this right. If you can keep an autoweapon on target for a full second of firing, your not any more likely to lose control in the fourth second of firing. |
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10-06-2004, 09:22 AM | #7 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Continuity of turns vs. Auto ranged weapons
For the curious, we've basically said, "Everyone will aim continuous fire like a hose, and that more-or-less exactly cancels accumulated recoil." It isn't quite that simple . . . but it's close.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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