04-17-2013, 09:03 PM | #21 |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Shotguns and RoF... is there a better way?
I wasn't thinking of 3e. But there is effectively a penalty for the second and third shot the way this is handled. If you have two targets, and fire two shots in the same round, the number of pellets that hit on the second target are going to be much smaller with the rules as I understand them after this thread. If the number of pellets that hit are a result of the margin of success, and you don't succeed by at least 9, none of the pellets from the second shot will hit. This seems unrealistic, considering the ability of real world shooters to use shotguns and hit as many as 6 different moving targets before they hit the ground (I think 6 was the record I heard of). I'm pretty sure they're firing more than 1 shot per second. And yeah, they're not dealing with combat conditions, but I don't think the current rules make sense when you consider the situation of real world rapid target shooting.
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04-17-2013, 09:12 PM | #22 | |||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Shotguns and RoF... is there a better way?
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04-17-2013, 11:19 PM | #23 | |
Join Date: Jul 2008
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Re: Shotguns and RoF... is there a better way?
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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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04-18-2013, 12:11 AM | #24 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Shotguns and RoF... is there a better way?
Yes, sorry about that. I'm not sure it's a problem though, I'm pretty sure that you'd have to use the number of shells (as opposed to the pellets) to determine if Spraying fire is possible, in which case it makes sense that the Rcl should increase. Furthermore it's not possible with Rof 3x2000 12ga with #9 Birdshot. Rather you'd use Rapid Strike to fire a shell at each target, which is the same roll for each target.
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04-18-2013, 03:00 AM | #25 | |||
Join Date: Jan 2010
Location: Brighton
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Re: Shotguns and RoF... is there a better way?
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From what little I know of skeet/clay shooting at multiple targets you want to get your shots out quickly not only because they'll only stay in the air for so long, but the longer the delay the further away from each other they'll possibly get because each one flies slightly differently. Also depending on the set up they may be getting further away from you as well. This is modelled pretty well in the GURPS system. Take that 6 clays in one release record. You choices are going to be as follows (in GURPS). Take you 3xROF spread you attacks over the 6 targets in 1 sec Use the rules for quicker firing to increase ROF (which will give negs to hit but more 'ROF' which will give you plusses, but there's a trade off in that as well see below) in one second Use rapid fire to target each one separately (but you get negs for doing this, and if you combine it with quicker firing negs from extra recoil for that as well IIRC) Take you 3xROF spread you attacks over one set of targets in 1st sec and then take you 3xROF spread you attacks over one set of targets in the 2nd sec. Obviously which it optimal depends on skill, and spread, but the rule of thumb that hitting more targets is going to be more difficult than hitting less targets no matter what. From what I understand those 6 clays in one pass (or 5, 4, 3) were dependent on a lucky spread as well. Also don't forget often some of those clays get obliterated (several pellets hitting) and some are only winged (less pellets hitting). Again something that tends to happen in GURPS spreading a large number of ROF between multiple targets Quote:
"Its -9 difficult to hit with all 9 pellets" and "It's -9 difficult to hit with your ninth pellet" Rcl here means two different things, if you were rolling to hit with each pellet, then Rcl 1 would mean its -1 more difficult to hit with each consecutive pellet (and as you say shotguns don't work like that). What Rcl in shotguns really represents in GURPS is the tendency for pellets to spread out. Theoretically the way it works actually makes repeated shot's easier, because it treats all 3 shots (assuming 3xn ROF) as a single shot and ignores physical recoil of each round going off. However I'd say it does factor that in because the because to hit for increasing ROF tails off, 3xN is not 3x bonus of N. (this becomes more true the larger N gets so its more relevant for Bird shot than say Buck) I think this is regular occurrence in GURPS, if you take one rule in isolation you find a an issue, but when you set in the wider context of related rules you'll often find the issue is removed. i.e yes if if fire 3 loads of 9 shot at something then yes the recoil form the first shell will make the 2nd lot of 9 less accurate and the recoil from the 2nd will make the 3rd lot of 9 less accurate, but that's fine because not only does the last 9 get less of bonus to hit than the first two (ROF 9 = +2, ROF 18 = +4, ROF 27 = +5 IIRC), but the number of pellets hitting is going to be limited by my skill (baring obscenely high skills) so you will also get a point of diminishing returns from that as well. Basically the 'reality of the system is that the more you shot the more likely your are to hit the target with more pellets, but very soon your chances of hitting with each consecutive pellet tails off. Example: Say I'm skill effective skill 12 (before ROF bonuses) and I roll a 10 1x9 = 12+2, 4 hits 44% of a fired pellet hitting 2x9 = 12+4, 6 hits 33% of a fired pellet hitting 3x9 = 12+5, 7 hits 25% of a fired pellet hitting And all this done with one roll per target. Shotgun rules in GURPS get some stick in the wider Roleplaying community, but I think they are pretty elegant. Last edited by Tomsdad; 04-18-2013 at 03:06 AM. |
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04-18-2013, 06:14 AM | #26 | |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Shotguns and RoF... is there a better way?
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I'd like to see a write up of how the rolling happens. Sticking with the pump shotgun from the basic set, and imagining a person with zombies or something closing on them quickly. The person in the scenario fires one shot at each of three zombies in the first round. How do you roll that and figure out how much of each shot hit each zombie? |
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04-18-2013, 06:50 AM | #27 |
Join Date: May 2009
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Re: Shotguns and RoF... is there a better way?
I think there is a disconnect about what shots means.
Person with skill A and a rof 3x9 shot gun against three zombies X Y Z all in one second. Three separate shots. The Cinematic Rapid Shot rules would let you make three separate attacks at -12. This can be halved with Gunslinger and reduced with the Quick shot Technique, HighTech 249-252. Rate of Fire 1x9 would give +2 to hit. So the rolls would look like this. Shot one 3d6 vs Skill A -12 +2 Shot two 3d6 vs Skill A -12 +2 Shot three 3d6 vs Skill A -12 +2 Rcl 1 means one pellet hits per margin of success. One attack If instead you targeted one zombie with all three shots as a single rapid fire attack it would work out like this. Rate of fire 3x9= 27 which is +5 Attack one 3d6 vs Skill A +5 Rcl 1 means one pellet hits per margin of success. There are additional rules to cover where the other pellets end up. If the zombies are close enough together then the others could be hit even though they weren't targeted. Shot guns have shots 3x9 so they cannot use the spreading fire rules, requires 5+ and the number after the x does not count. Edit Or you could make two attacks. The rapid shot penalty would drop to -6 and one attack could be Rof 2x9 (18 goes to +4) and the other 1x9 (9 goes to +2). Attack one Rof 2x9 3d6 vs Skill A -6 +4 Attack one Rof 1X9 3d6 vs Skill A -6 +2
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Maxwell Kensington "Snotkins" Von Smacksalot III Last edited by Mathulhu; 04-18-2013 at 06:55 AM. |
04-18-2013, 07:47 AM | #28 |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Shotguns and RoF... is there a better way?
Okay, that makes more sense... but where are the rules that give the +2, +4, +5, etc? And where are the rules about the -6 and -12?
edit: and this is still really more complicated than I'd hope. |
04-18-2013, 08:07 AM | #29 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Shotguns and RoF... is there a better way?
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The -6 is a "Ranged Rapid Strike", which you'll find on p18 of Tactical Shooting, along with the technique to buy it down. That technique is necessary to get realistic chances to hit with an RRS once you consider range penalties, and the 3d6 bell-curve. -12 is the extrapolation of RRS into three, rather than two attacks, at which point hitting gets very hard. One thing that is an important difference between GURPS's three-dice bell curve and the linear probabilities of systems that use a d20 or d100, is that small chances to hit are smaller than they may appear. Say you need a 6 or less. If you were rolling a d20, that's a 30% chance - not great odds, but worth a try. For 3d6, a 6 or less is only a 9.3% chance of success, and finding something else to do with better odds is a good idea. |
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04-18-2013, 08:14 AM | #30 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Shotguns and RoF... is there a better way?
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If your shooting at three targets you could do it one of two ways. The following brings up a point though, RAW has it that only ROF5+ can spray between targets. In HT it says that rapid firing (i.e increasing the number of semi automatic shots you fire per second by taking to hit penalties doesn't count for this) now the question is does 3x9 count as 27 in terms of allowing spraying fire or not. It may well not see Sir Puddings post above! Assuming you can do Spraying fire at several targets with a ROF27, with shot you sum the total number of projectiles and you then make three separate attacks at each target with the following mods 1st target +5 (ROF 27) 2nd Target a plus for the ROF (which would be 27- the number of pellets hitting the first target, -2x number of meters away from the 1st target) and recoil would be 2 for determining how many hit. 3rd target same again only rcl woudl now be 3 for determing how many hit take my earlier example only now its three targets are 2 yards way from each other 1st roll 1st target (effective skill 12) +5 (ROF 27) roll of 10 with rcl 1 = 7 hit 2nd roll 2nd target (effective skill 12) +3 (ROF is 27 - 7 for the ones that hit, -2x2 for crossing 2 yards = 16) roll of 10 with rcl 2 = 3 hit 3rd roll 3rd target (effective skill 12) +2 (ROF is 16 - 2 for the ones that hit, -2x1 for crossing 2 yards = 12) roll of 10 with rcl 3 = 2 hit. Bearing mind all three targets have to be within a 30 degree firing arc etc, etc. If you can't use semi automatic shots in spray fire then it's rapid attacks with the negatives which IIRC is -6 per target after the first so thats three shots are -12 (but +2 for ROF 9) so -10 each There's quite a difference between the two there! the first makes it easy to hit multiple targets with shot (if they are close) but reduces the effect on target, the second makes it very difficult to hit, but your less restricted in when you can use it. or you could suppress fire of course (I'm not at home so don't have the rules for that). Quote:
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rate of fire, shotguns |
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