01-29-2017, 06:17 PM | #11 | |
Join Date: Mar 2014
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Re: [TS] Lack of psychological pressure and shots at people
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So, are there good reasons to not use those modifiers for shooting against such non-people targets? It wouldn't really be a free bonus for all shots in combat. The conditions "no risk to self", "no risk to others" and "no political or military stake in the outcome" are all rare for adventuring combat. Last edited by Andreas; 01-29-2017 at 06:21 PM. |
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01-29-2017, 06:35 PM | #12 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [TS] Lack of psychological pressure and shots at people
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01-29-2017, 06:53 PM | #13 | ||
Join Date: Mar 2014
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Re: [TS] Lack of psychological pressure and shots at people
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Last edited by Andreas; 01-29-2017 at 06:58 PM. |
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01-29-2017, 07:43 PM | #14 |
Join Date: Jul 2008
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Re: [TS] Lack of psychological pressure and shots at people
The 'people' clause in the 'no psychological pressure' rules is really quite a pickle.
GURPS characters don't necessarily recognize people as people, or may profoundly not care. And, for that matter, when you particularly do care there's a Disadvantage for that. And the old 'just buy up skill to represent not caring' staple doesn't work: those 3 +1s each have a highly limiting circumstantial requirement. Lifting the 'people' constraint doesn't make them gimmies. Still, it's very possible to get at least a few of those bonuses for shooting at vehicles, equipment, animals, or robots in adventuring-relevant contexts even before getting into fantasy setups.
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01-29-2017, 07:52 PM | #15 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [TS] Lack of psychological pressure and shots at people
Bizarre, because in other old threads where I suggested as such, nearly everyone vehemently disagreed.
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01-29-2017, 08:28 PM | #16 | |
Join Date: Jul 2012
Location: A crappy state called Illinois
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Re: [TS] Lack of psychological pressure and shots at people
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For zombies it would depend. If you are game shooting them from somewhere they can not possibly hurt you from and you are totally confadent in your safety then I see no problem with treating it as a non-combat situation. If you are out in the world shooting at a undead thing that can possibly hurt you or the firing of your gun could potentally revival your position to other zombies then, no. I can not see any way a player can justify saying this is a no stress situation. So all in all, if there is even the slightest chance of danger, either for you getting hurt or killed or some kind of negitive ramification then no bonus. Now for shooting at another person or something that would be considered a person in a setting I don't see any time the bonus could be applied. From all evidence I've seen even monsters like Castro and other dictators that would personally execute prisoners would have them turn their back or put a bag over them. Even these monsters had to dehumanize them to shoot them in cold blood.
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01-29-2017, 08:46 PM | #17 |
Join Date: Jul 2008
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Re: [TS] Lack of psychological pressure and shots at people
That is contrary to to the rules as written. Specifically, you could still get the 'no risk to others' bump: add +1 for each of “no risk to self” (nobody else shooting, just-serviced weapon, etc.), “no risk to others” (all allies behind you, no risk of overpenetration or ricochet), and “no political or military stake in the outcome.”
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01-29-2017, 08:53 PM | #18 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: [TS] Lack of psychological pressure and shots at people
Personally, I ignore that specific rule from TS because there's too many arbitrary decisions to make: is it "human" or not? when is there really nothing at stakes (if you're in a shooting competition, would there therefore not be something at stake)? etc.
Instead, I went back to the intention of the rules: to bring the skills to a level to better match real-world accuracy at a firearm range as opposed to in a combat situation, but not increase skills in combat so that they exceed the real-world combat accuracy (which GURPS apparently models fairly well). So, what tends to get used easily out of combat but not as often in combat? In my games, that was All-Out Attacks for missiles weapons. I therefore came to the conclusion that it was much easier to just make a house rule to change All-Out Attack so that missiles weapons receive a +4 bonus to hit - as they do with melee weapons - instead of just a +1. I try to mitigate its use in combat by requiring a Will roll (modified by Fearlessness, etc.) to do an All-Out Attack if there's any chance someone might shoot back at you as not being able to defend should be just as scary as running out into suppressive fire, which also requires a Will roll (well, according to the new rules in TS). This rule then required a couple of secondary rule changes: First, TS requires that you take an All-Out Attack to benefit from an Aimed attack. I switched it to only requiring a Committed Attack (but All-Out gets it as well). Second, when Aiming, I also narrow the aimer's field of vision (No Peripheral Vision, or Tunnel Vision when using a scope), meaning the aimer can't see attacks coming from any of those directions and thus can't defend against them. This sort of - but not exactly - maintains the cannot dodge effect taking an All-Out would have done using the original TS rules. I'm not saying this is the perfect rule to match all expectations, but it does remove the hassles of trying to determine when the bonuses apply, and thus in my opinion makes it easier. Use or not as you see fit. |
01-29-2017, 09:53 PM | #19 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [TS] Lack of psychological pressure and shots at people
In which case then you aren't shooting at people...
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01-29-2017, 10:38 PM | #20 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [TS] Lack of psychological pressure and shots at people
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tactical shooting |
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