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Old 01-12-2015, 11:50 AM   #27
Varyon
 
Join Date: Jun 2013
Default Re: GURPS Overhaul - Initiative, Revised

Quote:
Originally Posted by Lord Azagthoth View Post
Players using the successive attacks get their First Attack at Full Basic Speed. If they have 1 Extra Attack, their second Attack is at 1/2 Basic Speed (round down). If they have 2 Extra Attacks, their 2nd Attack is at 2/3 Basic Speed and the 3rd at 1/3 Basic Speed. For the players, this is a one time notation on their character sheet when they buy Extra Attack.
An interesting variant. In this case, a decent approximation would be that a character with 1 Extra Attack gets a free identical attack after half the IP spent in the first is regained, one with 2 Extra Attacks gets the first after 1/3rd and the second after 2/3rd the IP has been regained, and so forth.

That is, with Init 15, Extra Attack 2, and a 60 IP attack the character would make their attack, then get the next two once 20 IP (2 Ticks) and 40 IP (3 Ticks) have been regained. That is, Attack-Pause-Attack-Attack

An easier alternative is to indeed just have Extra Attack cut IP in half, thirds, etc. Round up to avoid fractions. Optionally, have the reduction occur after you've worked out the full cost of the attack (so if the character above pumped 10 extra IP into the attack, for a total of 70 IP, Extra Attack 1 would reduce that to 35 IP, Extra Attack 2 would reduce it to 24 IP, and so forth. If he instead took a -2 to drop it to 50 IP, Extra Attack 1 would reduce this to 25 IP, Extra Attack 2 would reduce it to 17 IP, and so forth. Note this makes Extra Attack a bit more useful, of course.

...

Another problem the example showed me that I forgot in my last analysis was the issue of Waiting prior to combat. I'm thinking that, when characters are specifically prepared in such a manner, they should probably start at the higher of whatever they roll for Init or 90 IP (100 IP for those with ETS).

Yet another issue is characters starting with crazy high IP totals, like Sith in my example. Limiting characters to 100+Init for starting IP is likely appropriate.

...

I've got a (very) rough draft of the RoF rules. First off, to determine shots at each Tick (and delays between ticks), try to make things as even as possible amongst 5 Ticks, favoring earlier ticks over later. Have a chart:
Code:
RoF	Pattern

1	Fire	Pause	Pause	Pause	Pause

2	Fire	Pause	Fire	Pause	Pause

3	Fire	Fire	Pause	Fire	Pause

4	Fire	Fire	Fire	Fire	Pause

5	Fire	Fire	Fire	Fire	Fire
For higher RoF, use RoF 5 (10, 15, 20, etc) and overlay with the RoF that adds up to the actual RoF.. RoF 6, for example, would be Firex2-Fire-Fire-Fire-Fire (from combining Fire-Pause-Pause-Pause-Pause with Fire-Fire-Fire-Fire-Fire).

After firing, further attacks with the weapon suffer a penalty equal to Rcl. This improves by +1 (to a maximum of +0 net) for every Tick the weapon goes without firing. Firing during this "cooldown" simply resets the penalty to Rcl. Truly recoilless weapons, such as lasers, should be treated as Rcl 0 here.

Some weapons will fire multiple projectiles per "shot," such as a shotgun firing buckshot, or a rifle firing a three-round burst. For this, you'll need to work out how many projectiles the weapon fires in a Tick, using the above guidelines. In general, it's close enough to assume all rounds in a shot are fired within a Tick (the M16 has RoF around 13, meaning it can fire 2.6 rounds in a Tick - close enough to its 3-round burst; in fact, RoF 13, as seen later, works out to F3-F3-F2-F3-F2; the burst limiter functionally just replaces the F2's with P's).

For weapons that end up firing multiple projectiles in a single Tick (due to multiple projectile loads, burst fire, or just really high RoF), use the general GURPS RoF rules (bonus to hit for multiple projectiles, hit with one and an additional MoS/Rcl rounds, single Dodge, etc). Multiple projectile loads often have Rcl 1, but use the weapon's true Rcl for determining later penalties. Truly recoilless weapons, like lasers, should probably use Rcl 0 here - but if the bonus for high RoF made the difference between a hit and miss, use Rcl 1 instead.

So, let's look at three weapons. First is an RoF 3 shotgun firing buckshot (RoFx9), second is an RoF 13 assault rifle, third is an RoF 10 laser pistol. In all cases, the character has an effective skill of 16 to hit the target.

The shotgun has Rcl 4, although the buckshot is Rcl 1. RoF 3 is F-F-P-F-P. If the character opts to fire at full RoF, he'll fire 9 pellets the first Tick, for effective skill 18 - a roll of 10 will get him all 9 pellets hitting. He can do the same the next Tick, at -4 for Rcl, so skill 12 - a roll of 10 means 3 hits. The following Tick is a necessary pause, then he can fire again - at -4 for Rcl, +1 for an extra Tick, so skill 13. He has to pause again, but then he can fire at skill 13. Overall pattern at full RoF is 18-12-P-13-P-13-12-P-13-P-...

The rifle has Rcl 2. RoF 13 is F3-F3-F2-F3-F2. First Tick is RoF 3, skill 16. Second is RoF 3, skill 14 (-2 for Rcl). Third is RoF 2, skill 14, fourth is RoF 3, skill 14, fifth is RoF 2, skill 14. Overall pattern at full RoF is 16-14-14-14-...

The laser has Rcl 0. RoF 10 is 2 shots per Tick. The character can fire at RoF 4, skill 16, the first Tick - and every Tick thereafter, because Rcl 0 means no skill penalty.

Last edited by Varyon; 01-12-2015 at 12:05 PM.
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