10-16-2011, 01:19 PM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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[LT] Shotgun help
The Halfling in my DF campaign decided to take a double-barreled shotgun as his ranged weapon (I allow gunpowder). So the weapon does (0.5) 1d+1 pi- and has a RoF 2x175. If I understand the rules correctly, the pellets do (0.5) 88d+88 pi- against foes in close range, although DR is also increased 88 times. But if it hits anything without DR and within close range, it is vaporized. That seems excessive. Help?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Last edited by Anders; 10-17-2011 at 01:06 AM. |
10-16-2011, 01:33 PM | #2 |
Join Date: Sep 2011
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Re: Shotgun help
Well you could treat as though DR0 is DR1, the same as for fractional Armor Divisors.
Although i just started with GURPS, so my advise might be not the best one: ) |
10-16-2011, 01:39 PM | #3 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Shotgun help
Quote:
And Gack! I read it wrong. You have it right: each shot gets x88 damage, and x88 DR, but DR 0 is treated as DR 1. Also, I'd KEEP the 0.5 around, so DR counts as x175. So you'd be rolling 88d+88 pi- vs DR 175 per point of DR. This doesn't seem a great solution to me, though. Finally, a 1d+1 pellet is going to be something like #4 buckshot, which is more like 21 pellets per shot. At 175 pellets per, you're talking about #5 shot in lead, or #3 shot in steel. That's much less damaging: about 1d-1 penetration, and about the equivalent of a 0.11 wound channel modifier (pi----- :-) ). What I do in my house rules for stuff like this is to group pellets together until they earn their full pi- modifier. In this case, treat it as 1d-1 pi-, but with an RoF of 38 rather than 175. For the actual 1d+1 pi- load, 're talking the equivalent of about 17 pellets per shot.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 10-16-2011 at 01:47 PM. |
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10-16-2011, 01:40 PM | #4 | |
Join Date: Mar 2008
Location: LFK
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Re: Shotgun help
Quote:
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10-16-2011, 01:40 PM | #5 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Shotgun help
Ahh... I thought you multiplied by the number of projectiles, not by the bonus. That makes more sense.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-16-2011, 01:48 PM | #6 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Shotgun help
You do; I got it wrong. I misread it initially, then looked at the example, and saw you had it right the first time.
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10-16-2011, 01:49 PM | #7 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Shotgun help
It's a very real number of pellets per shot, but the 1d+1 figure is too high unless the shotgun looks like two small beer kegs with a handle. :-)
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10-16-2011, 01:57 PM | #8 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Shotgun help
Quote:
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10-16-2011, 02:19 PM | #9 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Shotgun help
I don't think so, necessarily. The TL4 fowling piece that seems to be your model only does 1 HP more penetration than the TL4 blunderbuss, with the rules for birdshot from High Tech added on.
I'd house-rule it, if anything.
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10-16-2011, 02:23 PM | #10 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Shotgun help
Meh. I like your faulty reading of the rules better. 3d+3 damage it is.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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