02-11-2011, 12:46 PM | #81 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Tactical Shooting
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02-11-2011, 12:46 PM | #82 |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Tactical Shooting
In other news, there is a typo on p. 33 in a reference to the 'Situational Awareness' rules in the 'Threat Recognisation' section, under 'Focused: White'. The -4 penalty for 'free action' Situational Awareness checks is referenced, but mistakingly given as only -2.
I have reported this by e-mail through the proper errata channels. Just wanted to save everyone else the trouble of writing it up too.
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02-11-2011, 12:51 PM | #83 | |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Tactical Shooting
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Though your way fails to prevent other edge cases, which the Acc or Scope, whichever is lower, limit was set to counter. With your wording, you would be equally well off using an Acc 1 pistol with a 16x scope as you would be with an Acc 6 sniper rifle, as in both cases, the bonusf for the scope would take precedence. This can be worded to prevent this, but my point was that it was actually non-trivial to change the rules here and it would probably require several lines of text to prevent any unintended consequences.
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02-11-2011, 12:58 PM | #84 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Tactical Shooting
Realistically, weapons should probably just have a maximum effective skill, which is determined by either visual acuity or weapon accuracy, whichever is less. The limit of visual targeting with 20:20 vision is about 1 MOA (modified skill of around 28), because the eye's resolution is about 1 arc-minute.
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02-11-2011, 01:04 PM | #85 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Tactical Shooting
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02-11-2011, 01:06 PM | #86 | ||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Tactical Shooting
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02-11-2011, 01:16 PM | #87 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS Tactical Shooting
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02-11-2011, 01:18 PM | #88 |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Tactical Shooting
The addition of a limit for visual processing of the target.
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02-11-2011, 01:18 PM | #89 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Tactical Shooting
The one on pg.32 doesn't take into account the shooters vision. It's only considering the weapon, not what the shooter can see.
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02-11-2011, 01:35 PM | #90 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Tactical Shooting
Quote:
So Crakkerjakk is exactly right; it assumes you can see the target perfectly, and basically this is a limit on the mechanical accuracy of the firearm. I'm not sure how much imperfect vision would impact you; probably pretty directly, but in a game-useful way it's probably abstracted into "do you see them or not." If you make your vision roll, you're probably assumed to see pretty well what you are looking at. It's kinda binary. If we were to say "success by X" means you have perfect acquisition, "fail" means you don't see it at all, and intermediate would be a penalty to your roll.
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Tags |
melee, tactical shooting |
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