12-05-2011, 10:53 AM | #1 |
Join Date: Oct 2007
Location: Kentucky, USA
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Changing Rapid Fire
I must have been dreaming about GURPS (save me!), because I woke up with this idea almost fully formed.
Currently, if you fire a ton of bullets, your going to miss with a ton of bullets, even if the target is the (size of a) broad side of a barn from 10 yards away. Since recoil is really how much your shots scatter, why not link the Rapid Fire rules to that? Please note I haven't had a chance to test this out yet, so its probably too powerful in its current dream-forged form. Shots per +1 to skill = 1 + Rcl - SM/2 (minimum 1) Against a SM 0 target, you get numbers like this. Code:
bonus RAW Rcl 1 Rcl 2 Rcl 3 +0 1-4 1 1-2 1-3 +1 5-8 2 3 4 +2 9-12 4 6 8 +3 13-16 6 9 12 +4 17-24 8 12 16 +5 25-49 10 15 20 +6 50-99 12 18 24 |
12-05-2011, 03:47 PM | #2 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: Changing Rapid Fire
eh?
Air Craft Carrier is about 300yards long. +13 AFAIK the 20 yard penalty doesn't really count. All you can see in front of you is Air Craft Carrier. So you have one of them fancy 100rof +6 You get to aim Maybe another +6 You have a bipod +1 It's a lovely day for shooting air craft carriers and no one supsects you. +6 You have a decent skill 12 Effective to 38 Maybe on a crit hit all shots hit! Oh no you rolled a 10, 28 rounds hit. The GM could rule that all missed shots did not hit the target that was aimed for but hit other bits of the Air Craft Carrier the grouping was a bit large maybe 3 yards a cross... you were good. Mr Pig on the other hand has an M60 And only gets +2 bonus for RoF. An effective skill of say 32. Oh no he rolled a 10, Rcl (guess is 2) you passed by 22/2 = 11 (down to 10) yeah all rounds hit. I quite like the rules... especially the one if the rules are absurd ignore it and do the logical thing. I'm not sure I want to play games with lots of people with some many automatic weapons it's just plane dangerous. Ah those PCs who want to live. :) |
12-05-2011, 04:01 PM | #3 | |
Join Date: May 2008
Location: CA
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Re: Changing Rapid Fire
Quote:
Also, damned near only lasers have Rcl 1 - your effective-skill 38 shooter would only hit with 15 shots. Anyways, the apparent reasoning behind the rapid fire rules is that they're all about hitting a 1 yard radius area, no matter what size your target is or how much that makes sense in the particular circumstances you're dealing with. |
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12-05-2011, 04:46 PM | #4 | |
Join Date: Jun 2008
Location: Provo, UT
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Re: Changing Rapid Fire
Actually, there are specific rules for shooting large targets:
Quote:
Since you'd be at +7 to hit just from its size I'd say your chances are pretty high. |
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12-05-2011, 04:47 PM | #5 |
Join Date: Jul 2008
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Re: Changing Rapid Fire
Has that been asserted by any authoritative source? It doesn't make much sense. The fact that range and size modifiers cancel out exactly with scaling seems incompatible with that interpretation.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
12-05-2011, 04:54 PM | #6 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Changing Rapid Fire
Kromm's statement that the rules assume a point target doesn't count?
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12-05-2011, 05:18 PM | #7 | ||
Join Date: Jul 2008
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Re: Changing Rapid Fire
Quote:
Indicating that it did is helpful. Pointing out where even more so. I still reject it as a profoundly useless design decision, but it does appear to be official. Quote:
So you think it's equally hard to hit a point target on a 200 meter target at 10 miles and a 2 meter human at a tenth of a mile? Because that's what this interpretation means.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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12-05-2011, 05:51 PM | #8 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Changing Rapid Fire
Quote:
Maybe some projectiles hit very hard armored parts, bounced off somehow, some really missed and gone somewhere else, maybe some bullets were of bad quality, some got stucked in the target's armor and couldn't penetrate, maybe some only scratched the surface... things like that. Rapid fire is at least partly an abstract concept and if the question arises the GM should explain the reason why only x projectiles cause damage. Very often it's not that all the rest just missed the target completely... Last edited by OldSam; 12-05-2011 at 05:57 PM. |
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12-05-2011, 10:54 PM | #9 | |
On Notice
Join Date: Apr 2007
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Re: Changing Rapid Fire
Quote:
Looks like Snaps wins the thread.
__________________
If you think an Apache can't tell right from wrong....wrong him, and see what happens. |
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12-06-2011, 12:15 AM | #10 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Changing Rapid Fire
Quote:
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Tags |
house rule, rapid fire, rcl, recoil |
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