06-04-2014, 07:25 PM | #1 |
Join Date: Dec 2010
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Rulings for puissance and advanced firearms
Puissance is a rather straightforward enchantment. Just +1 per level to damage of weapon. It costs double when applied to ranged weapons. Thing is, this ramps up rather quickly when rate of fire gets involved.
If you give +1 damage to a shotgun, does every pellet get +1 or just the overall shot? Does every +1 become +4 on a point blank shot? Does every bullet in a machine gun spray get +1? I would think it would have to, because enchanting the ammunition should have the same effect as enchanting a weapon, and if each bullet is individually enchanted it wouldn't make sense if some of them didn't get the benefit. If this is an explosive projectile or a grenade, do the explosion and the shrapnel both get +1? Last edited by Pluribus; 06-05-2014 at 01:52 AM. |
06-04-2014, 07:43 PM | #2 |
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Re: Rulings for puissance and advanced firearms
I don't think there's any existing hard and fast rulings on this stuff, and I imagine that campaigns that use TL8 gear with the GURPS Magic magic system are probably rare compared to TL3-4 games with that system ( or even TL8 games with a different system). If there are answers in GURPS Technomancer, for these questions I don't remember them.
Personally I'd treat it as per casing, not per pellet, so that the shotgun blast gets a one time damage bonus regardless of how many pellets hit, since a slug fired from the same weapon would only get the bonus once. For explosions I'd give the bonus only to shrapnel, and only once per target. |
06-05-2014, 02:48 AM | #3 | |
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Re: Rulings for puissance and advanced firearms
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06-05-2014, 03:26 AM | #4 | |
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Re: Rulings for puissance and advanced firearms
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06-05-2014, 03:30 AM | #5 | |
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Re: Rulings for puissance and advanced firearms
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For that matter, you seem to be implying that RPM or Path Magic or Realm magic wouldn't be appropriate to Fantasy. Do you believe that to be true? You might be implying that RPM is more flexible and suited to "Universality" than the generic GURPS Magic. That's true, but that speaks more to a failure of the design of vanilla GURPS Magic than anything else.
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06-05-2014, 03:34 AM | #6 | |
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Re: Rulings for puissance and advanced firearms
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06-05-2014, 03:51 AM | #7 | |||
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Re: Rulings for puissance and advanced firearms
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06-05-2014, 08:17 AM | #8 | ||
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Re: Rulings for puissance and advanced firearms
For a subjective opinion? I site my first post in this thread... I'm getting the impression that you think I'm making a stronger statement than I intended.
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06-05-2014, 08:55 AM | #9 | |
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Re: Rulings for puissance and advanced firearms
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I would be inclined to give a +1 to every "shot" in the rate of fire. So this means ever one of the 1d pellets would be 1d+1, every shot in a machine gun burst would get the +1, etc. As for the grenade damage, I would have it affect both, giving +1 to both explosive damage and shrapnel. This doesn't seem like an overly powerful result for the spell, especially given the damage that firearms can inflict on their own.
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06-05-2014, 09:05 AM | #10 | ||
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Re: Rulings for puissance and advanced firearms
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