04-17-2013, 02:34 PM | #1 | |
Join Date: Jun 2007
Location: Southern New Hampshire
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Shotguns and RoF... is there a better way?
For firearms that have rates of fire listed with the multiplier ("3x9" being the example the book uses), I'm a little... unsure that I like the way it's handled. So I'm fine with using the normal "shots fired" rules. If you fire more than once, you apply the recoil rules as normal. Then you multiply the number of shots that hit, by the number of projectiles (the second number in the multiple, or the "9" in the example). I assume the second number is the probable number of pellets or whatever that are assumed to hit (lots more pellets come out, but only the 9 hits the intended target). I'm okay with that I guess.
The next part in the rules on page 409 of the basic set: Quote:
Now inside the 10% of 1/2D range... I'm multiplying the base damage by half that value, but I'm also multiplying target DR by half that value? So closer means the damage goes down? Fewer pellets hit? And the DR is more effective? I'm probably really confused... but even the example in the book sounds like I might be close. And if I am... isn't there a better way to do this? Why not skip the half and max ranges? Just have a range increment, and within the first range increment, "all" the pellets hit (again, 9 in the example), and one fewer hits with each range increment until none hit. I'd say maybe use 5 yards. Within 10 yards, 8 pellets hit; within 15 yards, 7 pellets hit; And so on. I'm still not sure I like the idea of combining the damage before DR... I'd have to think about that one. But anyway... Am I understanding the default rules correctly? |
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04-17-2013, 02:48 PM | #2 | |||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Shotguns and RoF... is there a better way?
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04-17-2013, 02:58 PM | #3 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Shotguns and RoF... is there a better way?
A shotgun with RoF 1x9 is exactly like a SMG with RoF 9 firing in full auto.
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04-17-2013, 03:00 PM | #4 | |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Shotguns and RoF... is there a better way?
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So I did understand correctly how to do the damage for a single shot within 10% of the 1/2D range... I just don't understand why you'd do it that way. Why multiply the DR when in close range? Or is that the game mechanics way of addressing the idea that at really close range, it might act as one "bullet", but still not one that penetrates DR well? So does that mean that DR is supposed to be applied to each pellet when not within the 10% of 1/2D by default rules? |
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04-17-2013, 03:07 PM | #5 | |||||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Shotguns and RoF... is there a better way?
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04-17-2013, 03:07 PM | #6 | |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Shotguns and RoF... is there a better way?
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But if the RoF 3 shotgun gets fired three times... I definitely see the pellets from the first shot to be more likely to hit than the pellets from the next shot. But if shots from a shot gun with pellets work like full auto fire from other guns... and I fire two shots... the pellets from the second shot are only going to hit if all the pellets from the first shot hit, and I still make it by more than the number of pellets... Which is not realistic at all. Who's going to fire a second shot (let alone a third) if the penalty to hit with any of the rounds from the second shot is already -8? Skeet shooters can pull off far faster shots, and they don't have to be masters to do it. |
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04-17-2013, 03:10 PM | #7 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Shotguns and RoF... is there a better way?
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04-17-2013, 03:16 PM | #8 |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Shotguns and RoF... is there a better way?
Sure, but if the number of pellets is 9, the first pellet in the second shot is already starting out with a penalty of -9. The first pellet in the third shot starts with a penalty of -18. Even with a recoil of 1, the odds of hitting anything with the second and third shot are kind of horrible. I'm going to point back to skeet shooters and suggest it doesn't work like the GURPS rules seem to.
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04-17-2013, 03:20 PM | #9 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Shotguns and RoF... is there a better way?
The simple way to think about the "10% of ½D" rule is that, instead of checking to see how many pellets hit at that range, the rule assumes you hit with half of them (DR applying to each one, individually, as usual). I presume it's "half" because "all" would be a little too overpowered.
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04-17-2013, 03:29 PM | #10 | |||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Shotguns and RoF... is there a better way?
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rate of fire, shotguns |
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