07-17-2017, 09:10 AM | #31 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: GURPS 4th edition shotgun
Want some shot-gunnin' fun?
Load up a double barrel 10 gauge with buck-and-ball and add an underbarrel 12 gauge for special purpose ammo. |
07-17-2017, 05:13 PM | #32 | |
Join Date: May 2007
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Re: GURPS 4th edition shotgun
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Make the underbarrel 10 gauge too -- you may have to make up your own special ammunition but at least you don't have to carry two non-interchangeable types of ammunition. |
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07-17-2017, 05:57 PM | #33 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: GURPS 4th edition shotgun
What is your opinion of the 1/2D rule for all ranged weapons?
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
07-17-2017, 11:48 PM | #34 |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS 4th edition shotgun
It's a gameable abstraction, but one which you don't run into as hard as the point blank one with shotguns.
1). It involves less rules changeover (it's just half damage) 2). for a lot of weapons and shots it doesn't come up much anyway. (how often do people shoot at things more than 750 yards away with a M4?) I'm actually fine with the point blank rule for shotguns, since IMO it pretty much games out well. Although I'm not sure on the 11d pi++ on the x15 1d+2 3" shell. |
07-18-2017, 04:28 AM | #35 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: GURPS 4th edition shotgun
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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07-18-2017, 05:50 AM | #36 | |
Join Date: Aug 2005
Location: Denmark
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Re: GURPS 4th edition shotgun
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Instead some have a "very close range" trait. Which means they deal ½damage outside a certain range. This is 50 for shotguns. A few other very short range guns have this trait, but mostly its shotguns. Last edited by Maz; 07-18-2017 at 01:42 PM. |
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07-18-2017, 06:01 AM | #37 | |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS 4th edition shotgun
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Maybe I don't do that much modern day stuff, but IIRC it came up a couple of time with some plebs trying to suppress the PCs at long range with AK74's (and maybe in a WW2 game I ran with people doing the same with SMG's now that I think of it) Last edited by Tomsdad; 07-18-2017 at 07:20 AM. |
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07-18-2017, 10:02 AM | #38 |
Join Date: Jul 2008
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Re: GURPS 4th edition shotgun
I'd say it's much more important for (armored) vehicular combat than personal combat in most contexts. Which takes it right out of the picture for a lot of campaigns.
I also think it's awfully crude and would like more resolution, because in the types of situation where it does matter the additional detail of more breakpoints would actually be really important.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
07-18-2017, 05:16 PM | #39 |
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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Re: GURPS 4th edition shotgun
In my games I count the 3 pellets hits as one attack/wound and 13.5 HP total (or whatever went through DR) would therefore trigger a knockdown roll. I’m not sure if it’s a house rule or not? I can’t find anything explicitly saying what "a single wound" is in terms of major wound rules?
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07-18-2017, 05:22 PM | #40 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS 4th edition shotgun
Quote:
So multiple hits from different projectiles in the same turn shouldn't stack to do this. This is most obvious when looking at crippling injuries. Note though that close range shotshell hits are a single attack per shell. Again though, the system is performing as intended. It actually is probably being too generous to shotshell, which in real life is actually really terrible for quickly incapacitating big animals (like people); which is why if the OP really wants shotguns that work like Charles Bronson or John-117 is shooting them, there are rules for this. Last edited by sir_pudding; 07-18-2017 at 05:27 PM. |
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