02-24-2016, 09:06 AM | #21 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Reality-testing / Playtesting the Guns Default . . .
If it were that simple, people doing classical sports shooting would never bother learning Gun Sport (or is it Art?), and would improve this 'simple task' instead.
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02-24-2016, 09:09 AM | #22 |
Join Date: Mar 2006
Location: Iceland*
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Re: Reality-testing / Playtesting the Guns Default . . .
I have real trouble with the concept of Guns Sport skill for target shooting. It might make more sense for paintball guns or nerf guns, as these don't function much like real guns.
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02-24-2016, 09:24 AM | #23 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Reality-testing / Playtesting the Guns Default . . .
Quote:
I think it's probably accurate to say that it takes a short time to get military personnel to Guns Sport (Rifle)-12, which is a combat skill of DX-1, or Guns-9. That's more consistent with observed results. The requirements to get to Guns-12 in combat situations are much higher, and require intensive and realistic training only given to the real shooters.
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02-24-2016, 09:43 AM | #24 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Reality-testing / Playtesting the Guns Default . . .
Quote:
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02-24-2016, 09:48 AM | #25 | |
Join Date: Jan 2010
Location: Brighton
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Re: Reality-testing / Playtesting the Guns Default . . .
Quote:
It would fit "Train like you fight, fight like you train" |
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02-24-2016, 09:51 AM | #26 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Reality-testing / Playtesting the Guns Default . . .
Quote:
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02-24-2016, 10:01 AM | #27 | |
Join Date: Nov 2009
Location: GMT-5
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Re: Reality-testing / Playtesting the Guns Default . . .
Quote:
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02-24-2016, 10:14 AM | #28 |
Join Date: Dec 2013
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Re: Reality-testing / Playtesting the Guns Default . . .
GURPS does all probabilities with a 3d6 distribution, which gives a cumulative distribution of, roughly, the Gaussian Error Function.
Shooting at a circular target in the real world tends to follow more of a Rayleigh Distribution. Since these two distributions are not the same, it'll be basically impossible to have values in GURPS that correspond to the entire range of real-world values. You might find some sweet spot where GURPS is a simulation of the real world, but GURPS isn't a good model of shooting to begin with, so your results at the gun range are partially just a result of that. |
02-25-2016, 01:12 AM | #29 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Reality-testing / Playtesting the Guns Default . . .
Regarding the 'precisely known range' bonus:
If we go by the fact that at a couple of tens of yards the trajectory is flat anyway, I'm not sure what benefit precisely-known range should provide (i.e. someone could advocate a harsh-realism houserule making the answer 'none'). But even by RAW, the Eye For Distance perk provides a 'built-in' rangefinder with an error margin of ±5%, and is considered good enough to allow Precision Aiming but not to enjoy a Rangefinder bonus. So 'approximately 15 yards or metres' is already a precision level with an even worse error margin (at least ±10%). Regarding Defaults: If we don't have a consensus that someone picking up a real pistol for the first time in one's life is working at Default, then the results of the reality-test become irrelevant. So I want to ask: what do you consider to be the criterion of having 0 points in a DX/Easy skill (i.e. working at an actual default while having a default)? Back when I posted my impressions with the driving default, I don't recall anyone insisting that I have a point in Driving from playing Death Track on the computer. |
02-25-2016, 01:19 AM | #30 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Reality-testing / Playtesting the Guns Default . . .
Quote:
In the real world a significant number of people who wear a handgun and completed a training course still have a default or at best a Dabbler perk in Guns (Pistol).
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Tags |
playtesting, reality-testing, tactical shooting |
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