10-28-2016, 02:43 PM | #1 |
Join Date: Jul 2013
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[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. |
10-28-2016, 03:58 PM | #2 |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls
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.
I find aiming at two separate people with the same weapon to be a little cinematic for my tastes. |
10-28-2016, 04:29 PM | #3 | |
Join Date: Oct 2016
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Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls
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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. |
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10-28-2016, 04:32 PM | #4 | |
Join Date: Jul 2013
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Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls
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10-28-2016, 05:06 PM | #5 |
Join Date: Oct 2016
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Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls
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. |
10-28-2016, 05:19 PM | #6 | |
Join Date: Jul 2013
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Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls
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10-28-2016, 07:17 PM | #7 | |||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls
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+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:
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.
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10-29-2016, 02:52 AM | #8 | |||
Join Date: Jul 2013
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Re: [On Target] MoS-based Accuracy Bonus on Aim Rolls
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.
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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:
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