03-22-2016, 12:54 PM | #51 | |
Join Date: Mar 2014
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Re: Dodgin' Bullets
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However having such rules rather than declaring it to be impossible to do anything but move erratically and hope that the attacker misses makes sense. There are attacks that are slow enough to be dodged like that (such as thrown rocks) and there are plenty of people in fiction who are fast enogh to dodge bullets. You just need to make the penalty for dodging bullets large enough that realistic humans can't manage it under nomal circumstances. Last edited by Andreas; 03-22-2016 at 12:58 PM. |
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03-22-2016, 12:58 PM | #52 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodgin' Bullets
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Skill - penalty to DX is 1:1 with skill Block/Parry - penalty to DX is 1:2 with skill, because Parry/Block are half skill Dodge - penalty is 1:4 with DX, because Speed = (DX+HT)/4, and Dodge is based on Move which is based on Speed. That said, plenty of things are "penalizes all defenses." If you want to unify them all, use the penalties for Parry/Block for Dodge. But that's why the penalty for Dodge is low - it's 1/4 of the skill penalty.
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03-22-2016, 01:03 PM | #53 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodgin' Bullets
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Any rule that works for shooter and defender given the turn granularity of GURPS is going to be tricky. Anything that ignores shooter skill will provoke (justified, I think) howls of "my character with super-high Guns skill can predict where the target is going!" It will also encourage somewhat metagame behavior that any course changes or random movement will completely fox a shooter's ability to hit anything. Of course, at long ranges, this is probably exactly true. Putting it all onto the attacker, as with the Time of Flight rule, will feel a bit funny because, of course, it ignores the defender's motion which likely will occur before the bullet arrives.
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03-22-2016, 01:07 PM | #54 | |
Join Date: Jul 2008
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Re: Dodgin' Bullets
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03-22-2016, 01:12 PM | #55 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodgin' Bullets
Quote:
The Dodge This rules include two things: a very difficult roll to spot the incoming projectile (penalized by -13 or more because tiny, tiny bullet) and a less-difficult roll to get out of its way assuming you can spot it. You can easily see and spot slow-moving projectiles like axes and baseballs. You can see and avoid faster and smaller projectiles like arrows. I've seen video of a swordsman cutting an airsoft pellet in two, and you can dodge paintballs. At some point, this ability to see and avoid breaks down, and Dodge This lets that ability break down by applying larger and larger penalties to the perception and avoidance rolls. It also introduces (or restates; I've seen similar concepts elsewhere) Evasive Movement, which is an attempt to generally make yourself harder to hit. This article was born from several games with honest-to-goodness suspension of disbelief issues that nearly ruined those games for the players. I hit it from several directions - perception, tactical awareness, evasion, and pure avoidance. I know - and acknowledged right there in the article - how the Dodge rules work in GURPS, or how they're supposed to work. I also know, from experience as well as repeated complaints here on these forums, where they break down. Dodge This addresses many, though perhaps not all (such as Kalzazz's observation about prediction shots and shotguns) of those complaints systematically, which allows GMs and players to customize their game to taste.
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03-22-2016, 01:15 PM | #56 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodgin' Bullets
Quote:
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03-22-2016, 01:23 PM | #57 | |||
Join Date: Jun 2013
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Re: Dodgin' Bullets
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*If you have a d10, you can actually break the TS penalty down into fractional seconds. At 0.3 seconds, the penalty would be 1d2-2, at 0.5 it's 1d3-3, and at 0.7 it's 1d5-4. 1d2 can simply be 1d6 divided by 3 (round up), 1d3 is 1d6 divided by 2 (round up), but 1d5 needs a 1d10 divided by 2 (round up). If you don't have a d10, 1d5-4 can be approximated as 1d2+1d3-5. Ah, and now I see how you came to your numbers. Interesting. |
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03-22-2016, 01:25 PM | #58 | |
Join Date: Jul 2008
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Re: Dodgin' Bullets
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Yeah, this is emphatically a defensive benefit under 'only if you're actually moving unpredictably'. Though it shouldn't necessarily require the target to be able to dodge in the normal sense at the moment they're being attacked...though that's getting into the (deliberately avoided) issue of bullet travel really meaning the shot doesn't resolve at the same time as it's fired.
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03-22-2016, 01:30 PM | #59 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodgin' Bullets
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03-22-2016, 01:39 PM | #60 | |
Join Date: Jul 2008
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Re: Dodgin' Bullets
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Tags |
guns, tactical shooting |
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