05-08-2012, 11:48 PM | #1 |
Join Date: Nov 2011
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Rapid Fire Houserules
OR Hitting The Broad Side of a Slowly Moving Barn With Rapidly Firing Recoilless Weapons at Close Range Rapid Fire is... problematic in many contexts especially with large ROFs, ultra-tech weapons and large targets. This thread isn't for discussing that. If you think the rapid fire rules are great then fine. Either don't post or just take the desire to modify them as a given. Problems 1 How exactly do you shoot at different hit locations deliberately within one turn? For shooting at hit locations you can; A Roll randomly which fails to let you choose the hit locations. B Assume all hits strike a single hit location with a single penalty which fails to let you choose multiple hit locations and leads to far too many bullets hitting the eyes. C Add all the penalties for each hit location which is way too penalizing and doesn't tell you which bullet hits where if you miss with some. D Average the penalties for each hit location which still doesn't tell you which bullet hits where. Maybe you could give each bullet a weighted chance based on penalty to miss when one does. E Use the ranged rapid strike rules which are too penalizing when used against one opponent when you are already capable of shooting that many times and just want to choose which location unlike the melee ranged attack rules which grant additional attacks. In fact there is a general problem with penalties since the attack roll is being used for both determining whether shots hit where you want them to and how many shots hit which doesn't work if you aren't aiming at only one place. 2 The Rapid Fire vs. Close Stationary Targets is too granular jumping between none, half, and all the shots hitting. 3 The Rapid Fire vs. Close Stationary Targets requires stationary targets even when the size and distance would make people shooting at the entire target relatively easily able to hit it with all shots 4 The rules assume 1 yard wide firing cones and give structures HP and DR per 1-hex or 10-square-foot area that's fine if you remember to not give bonuses for SM but I'm not sure how deal with damage to a vehicle rather than a wall with this. 5 The accuracy per shot decreases over the amount of shot fired to where it's impossible to hit with a decent amount of the shots with a ROF 300 weapon without Rapid Fire vs. Close Stationary Targets. Any house rules for rapid fire are welcome even if they don't address my problems. Last edited by Sindri; 05-09-2012 at 10:57 AM. |
05-09-2012, 12:16 AM | #2 | |||
Join Date: Jul 2008
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Re: Rapid Fire Houserules
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If Spraying Fire weren't already problematic, it would be reasonable to use that for playing an automatic weapon across a target. But Spraying Fire just breaks this whole thing the opposite direction. Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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05-09-2012, 12:30 AM | #3 | |||
Join Date: Nov 2011
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Re: Rapid Fire Houserules
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Yeah if you let people using spraying fire for targets on a single person is too much since there wouldn't be any penalty. Quote:
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05-09-2012, 12:38 AM | #4 |
Join Date: Jul 2008
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Re: Rapid Fire Houserules
However, it is quite clear that the rules do not ignore the size of the target.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
05-09-2012, 12:42 AM | #5 | |
Join Date: Nov 2011
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Re: Rapid Fire Houserules
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The RAW is crazy. |
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05-09-2012, 02:00 AM | #6 |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: Rapid Fire Houserules
This is a game, and when required, reality takes second place to playability.
The GM can make any 'common sense' rulings required to 'better' model any particular real world scenario. A completely untested idea: Instead of simply +1 hit for each Rcl step covered by margin of success, use the Linear Measurement on the Speed/Range table Success = 1 hit Success+1xRcl = 2 hits Success+2xRcl = 3 hits Success+3xRcl = 5 hits Success+4xRcl = 7 hits Success+5xRcl = 10 hits etc, obviously to a Maximum of the number of shots fired Or use some other scaling mechanism, perhaps the RoF To-Hit modifier steps? |
05-09-2012, 02:18 AM | #7 | |
Join Date: Nov 2011
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Re: Rapid Fire Houserules
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The linear measurement and ROF modifier step ideas are interesting. I'll take a look at how they perform in situations later. |
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05-09-2012, 03:02 AM | #8 |
Join Date: Nov 2009
Location: Oregon
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Re: Rapid Fire Houserules
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05-09-2012, 03:03 AM | #9 |
Join Date: Aug 2011
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Re: Rapid Fire Houserules
My only problem with the rapid fire rules is the fact that every round that hits will strike the targeted location. Which, as the OP points out, can become quite ridiculous if you're aiming for an eye.
Fortunately, I am planning to use a slightly modified version of the variant hit location rules found at http://rpglair.weebly.com/hit-locations.html, which lend themselves to a solution. The first round hits based on the MoS. The second round hits based on MoS - Rcl. The third round hits based on MoS - (Rclx2). Etc.. So, if your weapon is Rcl 2, you're firing at least three rounds and you hit with a MoS 5 while aiming at the head, the first round hits face, skull or neck, the second round (treated as MoS 3) is randomised between face, skull and neck, and the third round (treated as MoS 1) hits an entirely random location. It's not perfect, because in the example above you could feasibly hit face, face, foot, but the chances of doing so are fairly slim and I still think that's a preferable result to eye, eye, eye. Last edited by Sable Wyvern; 05-09-2012 at 03:26 AM. |
05-09-2012, 03:16 AM | #10 | |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: Rapid Fire Houserules
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Tags |
brainstorm, house rules, rapid fire, rate of fire, rof |
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