08-26-2016, 01:27 PM | #21 |
Join Date: Nov 2011
Location: Seattle, WA
|
Re: Rapid Fire bonus and Rcl
The only way to really solve this issue is to have rapid fire attacks divided into 2 rolls: the first roll for the first shot gets no RoF bonus, but gets all the aiming bonuses you can come up with and the second roll more or less works how we have it now, except I would halve or eliminate whatever Aiming bonuses you were getting on the first shot.
Alternately, I suppose you don't even need to roll the dice twice. You can just calculate your "first shot" and "burst" MoSes separately.
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
08-26-2016, 01:43 PM | #22 |
Join Date: Sep 2014
|
Re: Rapid Fire bonus and Rcl
Actually, setting a cap for Rapid Fire bonus seems to be quite elegant solution. At least for TL7-8 games, in order to emphasise difference between assault rifles and battle rifles.
__________________
When in deadly danger, When beset by doubt, Run in little circles, Wave your arms and shout. |
08-26-2016, 01:56 PM | #23 |
Join Date: Jul 2009
Location: Oklahoma City
|
Re: Rapid Fire bonus and Rcl
The OP's initial statement is correct, IME—it's why we've never mounted hyper-accurate single-shot rifles on aircraft wings. GURPS 4e's version of autofire feels about right to me. Though it might stand a fact-check on the actual hit-chance numbers, I think issues are going to fall below GURPS skill granularity, with the notable and oft-lamented exception of scaling up to high RoF or high target-SM situations.
The RoF ~3 pistol thing is a bit of a problem. It should fall under the same philosophy, but since there's no bonus at that RoF, it really doesn't make sense to fire 3× unless you're trying to hit more than once, and I'm not sure how best to fix that, except to go back to 3e and treat semi-auto fire as individual rolls—which would work just fine, mechanically, but isn't as playable.
__________________
The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
08-26-2016, 02:03 PM | #24 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Rapid Fire bonus and Rcl
Quote:
So 1-2 shots - no bonus 3-5 shots, +1 6-10 shots, +2 11-20 shots, +3 Then 50 (+4), 100, (+5), 200 (+6), etc. YMMV, of course, but this gets the right kind of behavior for us. Firing three shots has some advantage over 1 or 2. Slow automatic fire (less than 600 rounds/min) is +2, most rifles in the 600-850 rnds/min range are +3, gatling guns are +4 or +5.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
08-26-2016, 04:29 PM | #25 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Rapid Fire bonus and Rcl
Quote:
* It could have come, it just never did. |
|
08-26-2016, 04:41 PM | #26 | |
Join Date: Jul 2009
Location: Oklahoma City
|
Re: Rapid Fire bonus and Rcl
Quote:
Could also just say 2-8 = +1 and leave the rest alone.
__________________
The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
|
08-27-2016, 03:09 AM | #27 | |
Join Date: Jan 2010
Location: Brighton
|
Re: Rapid Fire bonus and Rcl
Quote:
|
|
08-27-2016, 03:21 AM | #28 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Rapid Fire bonus and Rcl
Quote:
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
||
08-27-2016, 03:42 AM | #29 | ||
Join Date: Oct 2004
Location: Berlin, Germany
|
Re: Rapid Fire bonus and Rcl
Quote:
Quote:
The increase of the overall hit chance of a burst is because the Rapid Fire rules require only one roll, when it would be more realistic (but way less playable) to roll for each shot in the burst, with increasing penalties. The Rapid Fire bonus to the one to-hit roll in automatic fire thus combines several rolls. Hence, the one roll gets a (small) bonus, rather than to make three or five or ten rolls. Cheers HANS
__________________
I blog at Shooting Dice. Last edited by HANS; 08-27-2016 at 03:46 AM. |
||
08-27-2016, 03:57 AM | #30 | |||
Join Date: Oct 2004
Location: Berlin, Germany
|
Re: Rapid Fire bonus and Rcl
Er, no need to get exited ;) Just a friendly debate here.
Quote:
While I don't find the Rapid Fire rules perfect, I continue to defend them because they give reasonably realistic results with very little input (ie, you don't have to roll for every shot in a burst, you don't have to recalculate the recoil-induced deviation for every shot, etc.) Quote:
Quote:
Cheers HANS
__________________
I blog at Shooting Dice. |
|||
Tags |
guns, high-tech |
|
|