Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-28-2016, 02:43 PM   #1
Wavefunction
 
Wavefunction's Avatar
 
Join Date: Jul 2013
Default [On Target] MoS-based Accuracy Bonus on Aim Rolls

Hey guys,

I've been looking over the On Target rules from Pyramid #3/77 Combat, and they're really cool, they turn Aim from 'Well I'm not good enough to take that shot so I'll sit around doing nothing for a turn' into something that feels far more dynamic. I like the idea of Variable Accuracy, but I'd prefer for it to vary depending on Margin of Success on the aim roll. I understand that it's likely more realistic for it to be completely random, it's just not the feel I want. So how should I go about making it MoS-dependent?

Two follow-up questions:

Would it be fair to let a normal person make two aim rolls at -6, kinda like a rapid strike aim manoeuvre to aim at two people simultaneously, with the same prerequisites as Enhanced Tracking, i.e. needing to be able to train sights on them independently.

How reasonable would it be to base aim rolls on Perception? I'm sure DX better models reality, holding the weapon steady, carefully training it on your opponent, etc. but I'd like to make Per a bit more beneficial for rangers.
Wavefunction is offline   Reply With Quote
Old 10-28-2016, 03:58 PM   #2
Emerald Cat
 
Join Date: Oct 2015
Location: Cincinnati, OH, USA
Default Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls

Quote:
Originally Posted by Wavefunction View Post
So how should I go about making it MoS-dependent?
I would have them make a Per-based Guns roll and give them a bonus of MoS/2 (rounded down) to their next attack roll.

Quote:
Originally Posted by Wavefunction View Post
Would it be fair to let a normal person make two aim rolls at -6, kinda like a rapid strike aim manoeuvre to aim at two people simultaneously, with the same prerequisites as Enhanced Tracking, i.e. needing to be able to train sights on them independently.
I find aiming at two separate people with the same weapon to be a little cinematic for my tastes.
Emerald Cat is offline   Reply With Quote
Old 10-28-2016, 04:29 PM   #3
mushroom911
 
Join Date: Oct 2016
Default Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls

Quote:
Originally Posted by Wavefunction View Post
Hey guys,


Two follow-up questions:

Would it be fair to let a normal person make two aim rolls at -6
That's practically impossible.

The whole quick shot technique thing and/or dual weapon attack has their own penalty, and you cannot realistically aim two seperate attacks. You can aim at the first target and fire with your off hand at another, with a penalty to your attack roll.

Of course you could create some sort of disadvantage for lazy eye....
No but seriously it doesn't work.
mushroom911 is offline   Reply With Quote
Old 10-28-2016, 04:32 PM   #4
Wavefunction
 
Wavefunction's Avatar
 
Join Date: Jul 2013
Default Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls

Quote:
Originally Posted by mushroom911 View Post
That's practically impossible.

The whole quick shot technique thing and/or dual weapon attack has their own penalty, and you cannot realistically aim two seperate attacks. You can aim at the first target and fire with your off hand at another, with a penalty to your attack roll.

Of course you could create some sort of disadvantage for lazy eye....
No but seriously it doesn't work.
Fair enough, I figured it was pretty unlikely.
Wavefunction is offline   Reply With Quote
Old 10-28-2016, 05:06 PM   #5
mushroom911
 
Join Date: Oct 2016
Default Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls

Quote:
Originally Posted by Wavefunction View Post
Fair enough, I figured it was pretty unlikely.
A dual wielding gunslinger is quite easy to pull off though. Just remember to buy off the penalty for dual-weapon attack, quick shot and get ambidex/ off hand weapon training (off hand wep is a perk for 1 pt in tac shooting).

Combine this with some fancy targeted attacks (vitals, hands maybe)

And you can easily buy off all major penalties for little over 20 pts.

It does not let you aim though.... If you really want to you can get the gunslinger advantage (so your aim bonus applies without aiming )for 25pts.... or just invest the points in upping your gun skill.
mushroom911 is offline   Reply With Quote
Old 10-28-2016, 05:19 PM   #6
Wavefunction
 
Wavefunction's Avatar
 
Join Date: Jul 2013
Default Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls

Quote:
Originally Posted by mushroom911 View Post
A dual wielding gunslinger is quite easy to pull off though. Just remember to buy off the penalty for dual-weapon attack, quick shot and get ambidex/ off hand weapon training (off hand wep is a perk for 1 pt in tac shooting).

Combine this with some fancy targeted attacks (vitals, hands maybe)

And you can easily buy off all major penalties for little over 20 pts.

It does not let you aim though.... If you really want to you can get the gunslinger advantage (so your aim bonus applies without aiming )for 25pts.... or just invest the points in upping your gun skill.
Heh, yeah, I'm pretty familiar with the GURPS rules for ranged combat, it's more reality's rules that I'm unsure of. :)
Wavefunction is offline   Reply With Quote
Old 10-28-2016, 07:17 PM   #7
DouglasCole
Doctor of GURPS Ballistics
 
DouglasCole's Avatar
 
Join Date: Sep 2004
Location: Lakeville, MN
Default Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls

Quote:
Originally Posted by Wavefunction View Post
Hey guys,

I've been looking over the On Target rules from Pyramid #3/77 Combat, and they're really cool, they turn Aim from 'Well I'm not good enough to take that shot so I'll sit around doing nothing for a turn' into something that feels far more dynamic.
Thanks! I think it's some of my best work.

Quote:
I like the idea of Variable Accuracy, but I'd prefer for it to vary depending on Margin of Success on the aim roll. I understand that it's likely more realistic for it to be completely random, it's just not the feel I want. So how should I go about making it MoS-dependent?
Minimum Acc bonus is equal to 1 for every 2 MoS?

+1 to the roll for every 2 MoS, but you still can't get better than Acc+2?

For every -2 to hit, you get +1 to Acc, before you roll (this "risk first, reward later" is like Deceptive Attack.

Reason for all the 2s on the MoS is because range and size penalties are halved.

Quote:


Two follow-up questions:

Would it be fair to let a normal person make two aim rolls at -6, kinda like a rapid strike aim manoeuvre to aim at two people simultaneously, with the same prerequisites as Enhanced Tracking, i.e. needing to be able to train sights on them independently.

How reasonable would it be to base aim rolls on Perception? I'm sure DX better models reality, holding the weapon steady, carefully training it on your opponent, etc. but I'd like to make Per a bit more beneficial for rangers.
Per rolls for offsetting range penalties isn't too bad, but the actions to shoot a gun and aim a gun are basically identical. Easy answer: try it. See if it breaks anything.

For the "aim at two folks" thing, that's pretty unlikely without supernatural/superhuman advantages. For an action movie, though . . . bring it on. -6 to each Aim roll is pretty harsh, so booyah.

Another way to do it is to look at modeling it as sequential. take enough Rapid Strike and/or Extra Attack to Aim/Shoot/Aim/Shoot. That IS realistic.
__________________
My blog:Gaming Ballistic, LLC
My Store: Gaming Ballistic on Shopify
My Patreon: Gaming Ballistic on Patreon
DouglasCole is offline   Reply With Quote
Old 10-29-2016, 02:52 AM   #8
Wavefunction
 
Wavefunction's Avatar
 
Join Date: Jul 2013
Default Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls

Quote:
Originally Posted by DouglasCole View Post
Thanks! I think it's some of my best work.
It's definitely up there. I've come up with a rule of thumb that the amount of rolling and/or bookkeeping should be directly proportional to how dramatic the task is. I found Last Gasp didn't add enough drama to warrant the extra rolls and bookkeeping for my players. However that rule of thumb goes both ways, and I think Aim had too few rolls.

Quote:
Originally Posted by DouglasCole View Post
Minimum Acc bonus is equal to 1 for every 2 MoS?

+1 to the roll for every 2 MoS, but you still can't get better than Acc+2?

For every -2 to hit, you get +1 to Acc, before you roll (this "risk first, reward later" is like Deceptive Attack.

Reason for all the 2s on the MoS is because range and size penalties are halved.
To clarify, I'd like the Accuracy bonus to be variable, but I'd like to use MoS instead of rolling for Variable Accuracy. That last option is kinda interesting through, it gives me some ideas.

I'd quite like to use roughly the same system for Evaluate, it basically becomes the melee equivalent of Aim. Though of course melee weapons don't have Accuracy, so it'd just be a margin-based bonus +1 per additional second up to 3 seconds.

But this also gave me an idea for an alternative way of handling Tactics, because it can get a little silly, for high skill characters vs. low skill characters, giving them rerolls equal to MoS, introducing a risk vs. reward system would be more interesting. So before you roll the Quick Contest, you have to decide how much of a penalty you're willing to take, and you get one reroll per -2 taken. Something I'll play with anyway.

Quote:
Originally Posted by DouglasCole View Post
Per rolls for offsetting range penalties isn't too bad, but the actions to shoot a gun and aim a gun are basically identical. Easy answer: try it. See if it breaks anything.
Will do. I've seen suggestions to base ranged attacks on Per, and I didn't want to go that far, there's clearly a very large element of coordination and precision involved, but I felt basing Aim rolls on it might be fair.

Quote:
Originally Posted by DouglasCole View Post
For the "aim at two folks" thing, that's pretty unlikely without supernatural/superhuman advantages. For an action movie, though . . . bring it on. -6 to each Aim roll is pretty harsh, so booyah.

Another way to do it is to look at modeling it as sequential. take enough Rapid Strike and/or Extra Attack to Aim/Shoot/Aim/Shoot. That IS realistic.
I'm trying to avoid this campaign feeling *too* close to an action movie, the idea is that if you have superpowers you can recreate the style of an action movie (and one of the characters, who has enhanced senses, will definitely get Enhanced Tracking), otherwise you're relegated to what's realistic with unrealistically high skill.
Wavefunction is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:48 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.