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Old 02-10-2011, 02:53 PM   #11
sir_pudding
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Default Re: GURPS Tactical Shooting

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Originally Posted by Ulzgoroth View Post
Page 21 offers what look like novel suppression rules (making people keep their heads down)
Take a look at Cool Under Fire on page 34 for another reason to worry about suppression fire.
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Old 02-10-2011, 02:55 PM   #12
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Default Re: GURPS Tactical Shooting

-- The psychology stuff got a lot of attention in the playtest.
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Old 02-10-2011, 02:57 PM   #13
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Default Re: GURPS Tactical Shooting

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-- The psychology stuff got a lot of attention in the playtest.
Yeah, and it looks like most of our suggestions got included.
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Old 02-10-2011, 03:00 PM   #14
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Default Re: GURPS Tactical Shooting

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Take a look at Cool Under Fire on page 34 for another reason to worry about suppression fire.
And if I recall the playtest discussion correctly, the "any" in "a near miss from any attack" really means ANY attack. If someone swings a sword at you and misses by two, this rule applies! (Unless I misremember).
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Old 02-10-2011, 03:00 PM   #15
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Puzzled by the mechanics of corner turning on P24. It seems (due to the way it deals with sequence of actions) to be treating the angular search as not happening in combat time, except that it also talks in terms of Steps, Waits, and Move and Attack at one point.
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Old 02-10-2011, 03:02 PM   #16
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Default Re: GURPS Tactical Shooting

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Originally Posted by sir_pudding View Post
Yeah, and it looks like most of our suggestions got included.
I LPed this book and High Tech, and have playtested quite a few others. The overall quality of the playtest comments was, in my estimation, better than any other I've been involved with. LOTS of "I playtested these rules with my group last night, and..." and not so much "I don't like this rule, do this instead, for no particular reason."
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Old 02-10-2011, 03:12 PM   #17
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Default Re: GURPS Tactical Shooting

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Originally Posted by Ulzgoroth View Post
Puzzled by the mechanics of corner turning on P24. It seems (due to the way it deals with sequence of actions) to be treating the angular search as not happening in combat time, except that it also talks in terms of Steps, Waits, and Move and Attack at one point.
can you amplify on what's confusing? It seems to me that you take at minimum the four single Step and Wait maneuvers depicted in Figure 4, p23. If you see someone as revealed by your step (plain sight) or something they do reveals themselves around a corner (you make a skill roll or win a Contest depending on what's going on) you may convert the Wait into an attack. If they do something first, like step out, they trigger your Wait, etc.
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Old 02-10-2011, 03:15 PM   #18
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Default Re: GURPS Tactical Shooting

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can you amplify on what's confusing? It seems to me that you take at minimum the four single Step and Wait maneuvers
Probably that there isn't technically any such maneuver (but there ought to be).
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Old 02-10-2011, 03:22 PM   #19
DouglasCole
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Default Re: GURPS Tactical Shooting

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Probably that there isn't technically any such maneuver (but there ought to be).
Hrm. And the maneuver in Basic precludes the step, but allows you to take any Attack maneuver, if triggered, which would allow a step.

Interesting. Of course, I'd just allow it.
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Old 02-10-2011, 03:23 PM   #20
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Default Re: GURPS Tactical Shooting

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I LPed this book and High Tech, and have playtested quite a few others. The overall quality of the playtest comments was, in my estimation, better than any other I've been involved with. LOTS of "I playtested these rules with my group last night, and..." and not so much "I don't like this rule, do this instead, for no particular reason."
I'm just happy I got playtester credit after FUBARing the opening day.
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