11-08-2019, 10:55 AM | #11 | ||
Join Date: Jul 2008
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Re: Problem with full pellets shotgun damage [4th]
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Really the main case for 4d+4 pi++ is that the short-range blast is actually a lot like a very soft slug, and adding together the damage of multiple projectiles is not great mechanics. Looking at my previous paragraph, do you think it makes sense that close range buckshot should be more effective than a slug against strong flexible armor and more lethal than a slug if you shoot someone in the vitals with it? This does have the downside that if you have ridiculously high skill, you might do slightly less damage at short range. That does bug me a little, but a lot of RoF-related mechanics bug me in various ways.
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11-08-2019, 01:16 PM | #12 |
Join Date: Jun 2013
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Re: Problem with full pellets shotgun damage [4th]
The easiest way to think of a shotgun at "boomstick range" (10% 1/2D) is that the pellets are so tightly packed when they impact that they function more like a highly-frangible slug than as multiple impactors.
As for the powder load, GURPS appears to assume comparable power for slugs and shot, so "same damage as a slug, but worse armor penetration" seems appropriate.
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11-08-2019, 05:20 PM | #13 | |
Join Date: Nov 2019
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Re: Problem with full pellets shotgun damage [4th]
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Answering both Ulzgoroth and Varyon: The fact that the pellets has less penetrative capacity multiplies only for half the number of pellets, but since the area of damage is too large the damage changes to pi++. It's what Tactical Shooting says. And it's almost the same as rolling individual 9 pellets of 1d+1 of damage. A person with DR 3 takes a shotgun shot from 2 yd appart, and suppose that we will use the damage roll for the nine pellets rolled, the average damage of 1d+1 is 4, so the person DR is 3, hence, the damage drops to 1, so nine pellets is 9 of average damage. Now imagine the same case but using the rules of B409 and Tactical Shooting. The DR rises to 12 (half the number of pellets times rounded down), so the 1d+1 turns only 4d+4 pi++, so the average damage in 4d+4 is 16, since the armor is 12, then the average damage is 4, but it's pi++, then rises to 8. The same goes for unarmored, which is the same damage. And using Rcl of slugs makes senses because you will not receive the benefits of the Rapid Fire. |
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11-08-2019, 06:28 PM | #14 |
Join Date: Nov 2019
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Re: Problem with full pellets shotgun damage [4th]
But the problem is: in this past case the target is a human, but what if it was a vampire (unliving)? The damage using the B409 and Tactical Shooting is 4 (since large piercing damage on unliving thing is halved). And using individual 9 pellets damage, the average damage is 1 (already subtracting DR) times 1/3, which is 0.33 of damage. At this point, if we consider the minimum damage that GURPS says, it will be 1, for a total of 9. Which is discrepant, because the damage would be 0.33 times 9 = 2,97, or 3. But in this case we consider the 3 due to bugs came from rounding. It's just a addendum.
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11-09-2019, 01:25 PM | #15 | |||
Join Date: Jul 2008
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Re: Problem with full pellets shotgun damage [4th]
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Against living targets, pi++ does twice as much wounding as pi, but as you calculate it starts at a little less than half as much damage so it comes out almost even. Against unliving targets pi++ does unmodified wounding and pi does 1/3 wounding, so the pi++ is 3 times as much per point of damage for about 1.5 times as much final impact. Against a homogeneous target it's 1/2 and 1/5th, which still puts the pi++ slightly ahead. Quote:
But it looks like you've got the picture, yeah. Quote:
The damage for individual pellets actually works out to .67, not .33, because the wounding for dice results come out to 0, 0, 1, 1, 1, 1. So if you hit with all 9 (which is hard!) the average wounding is 6. The 4d+4 pi++ vs DR 12, if we're lazy about the math, has 18-12 = 6 damage on an average roll which translates directly to 6 wounding. It's actually better than that because of the zero bound, but with 21 possible rolls it's a little bit of work to get the right answer. EDIT: Did it with a spreadsheet, the difference is tiny because the chances of rolling 11 damage or less on 4d+4 turns out to be only 2.7%
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 11-09-2019 at 01:38 PM. |
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11-09-2019, 01:44 PM | #16 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Problem with full pellets shotgun damage [4th]
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11-09-2019, 02:12 PM | #17 |
Join Date: Jul 2008
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Re: Problem with full pellets shotgun damage [4th]
That's already the rule. Specifically, it multiplies the armor by 4.
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