Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-17-2020, 12:02 PM   #21
Theros
 
Join Date: May 2020
Default Re: GURPS Simplified

I borrow this thread...

I have couple of questions. Some of my players complain from simulationist combat...well... Here are some good help, but to confirm simpligied combat:

1. How to handle weapons that have rof more than one more easier?

2. Some players say that professional soldier will hit (as average) from 20-40 meters, when they proceed or not, with burst ( or even with autofire) more than one or two hits.

3. Damage after armor penetration is also more complex than it should be...so any help to that?
Theros is offline   Reply With Quote
Old 10-17-2020, 12:06 PM   #22
Theros
 
Join Date: May 2020
Default Re: GURPS Simplified

I use 4th edition rules and I want to help other players to like game too by using simplier rules.
Theros is offline   Reply With Quote
Old 10-17-2020, 01:11 PM   #23
MrFix
 
MrFix's Avatar
 
Join Date: Aug 2019
Default Re: GURPS Simplified

Quote:
Originally Posted by Theros View Post
I borrow this thread...

I have couple of questions. Some of my players complain from simulationist combat...well... Here are some good help, but to confirm simpligied combat:

1. How to handle weapons that have rof more than one more easier?

2. Some players say that professional soldier will hit (as average) from 20-40 meters, when they proceed or not, with burst ( or even with autofire) more than one or two hits.

3. Damage after armor penetration is also more complex than it should be...so any help to that?
1) It's super easy already. Roll dice, note the margin of success. Divide margin of success by ROF, add 1, round down. This can be done in roll20 and such automatically with a formula
(ROF)/(rcl)+1=Number of hits, drop fractions.

2) I've no idea what you mean but I'll try to decypher.

An 'average' soldier with skill level 12, assault rifle with Acc 4, rof 10, rcl 2.
Target of human size 30 yards away (-7 to hit)
If aiming for 1 second and firing 5-shot burst, his effective skill level is 10 (50% chance to hit with 1 bullet out of 5).

If aiming for 3 seconds and using all-out attack (ranged) to fire 5-shot burst, his effective skill level is 13 (84% chance to hit with at least 1 bullet).

To improve these results, consider allowing players to use optics, or start with skill level of 13, 14 or even 15. Encourage them to buy rifles with higher acc stat, like 5.

3) Hit locations are technically an optional rule, so you can ignore them. The rest can be resolved with a quick formula in any calculator or even roll20 chat

(Incoming damage - target's DR)*Wounding modifier, if any = number of HP lost.
__________________
Your level of GURPS proficiency:
Pedestrian: 3e vs 4e
Proficient: Early 4e vs Late 4e
Master: Kromm vs PK

GURPS: Shooting things for fun and profit
MrFix is offline   Reply With Quote
Old 10-17-2020, 01:11 PM   #24
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: GURPS Simplified

Quote:
Originally Posted by Theros View Post
I use 4th edition rules and I want to help other players to like game too by using simpler rules.
We can almost certainly help, since GURPS is very flexible, but we'll do a better job with more information.

You seem to be running a military game? What period is it set in, and what weapons are the characters using?

What's the style of the campaign? Realistic, Hollywood realistic, Hong Kong cinema, or really over-the-top? Are you sure that the players think the same way as you about this?

The simple way to cure "not hitting very often" is to allow the characters higher skill, and teach the players about Aiming. Players used to other games often think they're wasting time if they don't attack every turn, but that isn't true for gunfights in GURPS. Higher skill and aiming make the characters better than their opponents, without interfering with the way the system works.

Doing away with range penalties, or reducing them drastically, tends to make all shooters too effective. The players will discover the bad side of that when they run into opposition who are competent with guns, since they're likely to get shot up severely.
johndallman is offline   Reply With Quote
Old 10-17-2020, 03:02 PM   #25
Infornific
 
Join Date: Dec 2004
Default Re: GURPS Simplified

Quote:
Originally Posted by Theros View Post
I borrow this thread...

I have couple of questions. Some of my players complain from simulationist combat...well... Here are some good help, but to confirm simpligied combat:

1. How to handle weapons that have rof more than one more easier?

2. Some players say that professional soldier will hit (as average) from 20-40 meters, when they proceed or not, with burst ( or even with autofire) more than one or two hits.

3. Damage after armor penetration is also more complex than it should be...so any help to that?
Not a veteran, but I understand that SOP for modern soldiers is to use semiautomatic fire (one trigger pull per shot.) There's an interesting essay here comparing Western & Taliban marksmanship. There's a claim that professional soldiers should be able to reliably hit an enemy at 150 yards. In GURPS that's about -11, but in context that would include bonuses for Acc and aiming.
Infornific is offline   Reply With Quote
Old 10-17-2020, 04:15 PM   #26
Theros
 
Join Date: May 2020
Default Re: GURPS Simplified

Quote:
Originally Posted by johndallman View Post
We can almost certainly help, since GURPS is very flexible, but we'll do a better job with more information.

You seem to be running a military game? What period is it set in, and what weapons are the characters using?

What's the style of the campaign? Realistic, Hollywood realistic, Hong Kong cinema, or really over-the-top? Are you sure that the players think the same way as you about this?

The simple way to cure "not hitting very often" is to allow the characters higher skill, and teach the players about Aiming. Players used to other games often think they're wasting time if they don't attack every turn, but that isn't true for gunfights in GURPS. Higher skill and aiming make the characters better than their opponents, without interfering with the way the system works.

Doing away with range penalties, or reducing them drastically, tends to make all shooters too effective. The players will discover the bad side of that when they run into opposition who are competent with guns, since they're likely to get shot up severely.
It is set in modern (+infinite worlds). We played a short campaign (around 10 sessions) before moving to Infinite Worlds.

Players that complain from ranged weapon rules play ex-military.
Theros is offline   Reply With Quote
Old 10-17-2020, 04:20 PM   #27
Theros
 
Join Date: May 2020
Default Re: GURPS Simplified

Quote:
Originally Posted by Theros View Post
It is set in modern (+infinite worlds). We played a short campaign (around 10 sessions) before moving to Infinite Worlds.

Players that complain from ranged weapon rules play ex-military.
Most likely they want simplified rules to range and all postive / negative modifiers. Now there are many
Theros is offline   Reply With Quote
Old 10-17-2020, 07:01 PM   #28
Infornific
 
Join Date: Dec 2004
Default Re: GURPS Simplified

Quote:
Originally Posted by Theros View Post
Most likely they want simplified rules to range and all postive / negative modifiers. Now there are many
GURPS Action has range bands, (Close, Short, etc.) which could be used to simplify range. There are similar suggestions earlier in the thread.

You could also drop some of the other optional details. Just find out which ones are annoying the players & drop them.
Infornific is offline   Reply With Quote
Reply

Tags
simplification


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:02 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.