03-22-2016, 02:48 PM | #71 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodgin' Bullets
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And because I love the SSR table, here's a reaction table in seconds and milliseconds based on your suggestions. :-) Time Bonus 10 12 8 11 7 10 6 9 5 8 4 7 3 6 3 5 2.2 4 1.8 3 1.5 2 1.2 1 1.0 0 825ms -1 681ms -2 562ms -3 464ms -4 383ms -5 316ms -6 261ms -7 215ms -8 178ms -9 147ms -10 121ms -11 100ms -12
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03-22-2016, 02:52 PM | #72 | |
Join Date: Mar 2014
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Re: Dodgin' Bullets
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I'm not sure if I understand you correctly. Are you saying that -4 would be the largest possible penalty? That seems rather small. There are situations where superhuman speed would allow you to move out of the path of attacks that no realistic human could avoid. It seems more reasonable if the penalty went to infinity as the time approach your reaction time. Last edited by Andreas; 03-22-2016 at 02:58 PM. |
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03-22-2016, 02:59 PM | #73 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dodgin' Bullets
Yes, unless the shooter is using a technique or superpower to adjust timing down -- you can dodge before the bullet is actually fired.
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03-22-2016, 03:09 PM | #74 |
Join Date: Mar 2014
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Re: Dodgin' Bullets
The time we disccused is "how long before impact can you determine where the projectile is going to hit", I don't see how whether you notice before or after the bullet is fired is relevant.
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03-22-2016, 03:16 PM | #75 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dodgin' Bullets
So add 0.2s to all travel times (representing target acquisition and aiming), making the penalty max out at -4?
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03-22-2016, 03:30 PM | #76 | ||
Join Date: Mar 2014
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Re: Dodgin' Bullets
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Quote:
Still, almost doubling the time seems a little too much. Last edited by Andreas; 03-22-2016 at 03:45 PM. |
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03-22-2016, 05:40 PM | #77 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dodgin' Bullets
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Realistically, there's three separate things that are vaguely covered by dodging, and they all have somewhat different realistic mechanics:
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03-22-2016, 06:00 PM | #78 | |
Join Date: Mar 2014
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Re: Dodgin' Bullets
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1. is not a dominant factor in those cases and it should be better handled as a penalty to the attack roll anyway. Last edited by Andreas; 03-22-2016 at 06:04 PM. |
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03-22-2016, 07:50 PM | #79 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dodgin' Bullets
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Actually, it should be handled by not making an attack roll, or by targeting an area rather than a character. |
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03-23-2016, 06:59 AM | #80 | |
Join Date: Mar 2014
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Re: Dodgin' Bullets
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I meant that erratic moment while the attacker is aiming should be better handled as a penalty to the attack roll than as a part of the dodge attempt. |
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Tags |
guns, tactical shooting |
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