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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-14-2016, 12:14 AM   #13
Jaware
 
Join Date: Aug 2015
Location: Everywhere and Nowhere
Default Re: High tech guns, and an ultratech gun theoretical question

Quote:
Originally Posted by Ulzgoroth View Post
Well, there are any number of different things you could do about that, but Guided might actually be just the thing if range penalties are getting you down. You still use the shooter's skill to make the attack, but range doesn't apply a penalty...

Ammo that increases Acc is also established (match-grade ammo), though the bonus is small for the real stuff. Making UT super-ammo that increases Acc by more wouldn't be too out there. Ammo that flat-out increases skill, as Toptomcat suggests, might be a little silly but certainly isn't a problem to do.

Pricing is really up to you. Nobody can possibly tell you how much you want to sting their pocketbooks for the bonus.
I believe the guy above you has solved my problem. It seems to be an elegant solution. That I could use that takes a bit of work on the pcs part to keep them from just getting some easy source of money and buying their skill instead of just getting better via points and improvement.
Jaware is offline   Reply With Quote
 

Tags
ammunition, high tech, theory, ultra tech

Thread Tools
Display Modes

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 06:27 AM.


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