11-30-2017, 12:28 AM | #21 |
Join Date: May 2015
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Re: 4th Edition Rate of Fire
The problem with using averages is when there is DR (and to some extent, blow-through), and some shots will not penetrate, so you won't get the same average result, because it's really about how many rounds penetrate and how much damage they do.
Seems to me like an obvious job for a not-soo-difficult-to-write little computer program or script. |
11-30-2017, 02:37 AM | #22 | |
Join Date: Jan 2010
Location: Brighton
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Re: 4th Edition Rate of Fire
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Last edited by Tomsdad; 11-30-2017 at 05:56 AM. |
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11-30-2017, 05:12 AM | #23 |
Join Date: Feb 2016
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Re: 4th Edition Rate of Fire
Armor as dice works in Shadowrun, but it is a pain in GURPS because of the conversion and it gets rather monotonous. After all, rolling 1d-2 armor every time you suffer a hit while wearing a leather jacket gets pretty boring, especially if your opponents are punching you for 1d-2 crushing.
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11-30-2017, 05:27 AM | #24 |
Join Date: May 2009
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Re: 4th Edition Rate of Fire
I think you're confused about how Armour as Dice functions.
The idea is to decrease the variability of the effect of armour. For example a DR 10 bullet proof vest should always stop a 2d+2 bullet. Armour as Dice convert the DR 10 to DR 3d then the attack is reduced by that value. So a 2d+2 minus 3d is 2-d and that goes to 0. Now a 4d attack striking the same 3d armour would be reduced, 4d-3d = 1d so 1d6 would be rolled and that would be the penetrating damage. The utility is that each time you reduce the damage dice by 2 you can also reduce the armour by 7. This is particularly useful when dealing with very large values of DR. This way you can maintain some variability whilst reducing the number of dice rolled.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
11-30-2017, 12:20 PM | #25 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: 4th Edition Rate of Fire
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11-30-2017, 12:28 PM | #26 |
Join Date: May 2015
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Re: 4th Edition Rate of Fire
In neither of those above ideas for "armor as dice" would they give the same results of rolling for each hit. If the intention of the rule is that it is thought more realistic, then ok, but neither system works to produce the same results as you'd get from rolling for each hit (because it's not a flat reduction that applies to the total damage over multiple hits. e.g. 2d+2 can easily penetrate DR 10, and it reduces total damage compared to an unarmored target by less than 10 on the hits that roll under 10 per hit).
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11-30-2017, 01:30 PM | #27 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: 4th Edition Rate of Fire
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11-30-2017, 01:49 PM | #28 | |
Join Date: Sep 2004
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Re: 4th Edition Rate of Fire
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That said, in RL, angle of impact will make a difference how protective an armor plate or panel is. Is that effect below game resolution? Is hitting someone's armor at too steep an angle just considered a miss?
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“Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.” - Robert E Howard, "The Tower of the Elephant" |
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11-30-2017, 01:55 PM | #29 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: 4th Edition Rate of Fire
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03-26-2019, 04:31 PM | #30 |
Join Date: Jan 2009
Location: Randers, Denmark
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Re: 4th Edition Rate of Fire
Can Recoil be 0?
Say for laser rifles. Or is 1 the lowest Recoil? - I do see problem with the math of dividing MoS with 0. Can Recoil be between 0 and 1? My goal here is to come up with a solution for WH40k weaponry, especially how the Imperial Guards lasgun goes up against the power armour of a space marine. My plan is to have the lasgun deal low damage per shot, but be able to ramp that up due to high RoF and low or no recoil. I'm also looking into the possibility of the multiple shots hitting in a single salvo from a high RoF las-weapon, can overcome the high DR of the power armour and the like. |
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