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Old 08-01-2016, 01:57 PM   #27
VariousRen
 
Join Date: Apr 2015
Default Re: Wild West Game Experiences

Quote:
Originally Posted by hal View Post
For what it is worth, I'd suggest that the original poster not use the optional rule that there is a 1 in 6 chance that a torso hit results in a vitals hit. In my last campaign set in the 1870's, one player character in an "Outlaw Jose Wales" style confrontation with 3 gun slingers took out two of the three opponents with out too much difficulty, but both he and the third guy were taken out via that 1 in 6 rule. Both required surgery from the town's only Doctor, and only because the player character was operated upon first did he survive. The NPC bled out on the table.

If anyone wants a copy of my GURPS Character Assistant data file for adventure guns, let me know via email, and I'll send it over.
I'm planning on either requiring or encouraging shots to random hit locations, so the 1 in 6 to the vitals on a torso shot will normally be on top of a decent chance to get hit in the leg, arm, foot, ect. Currently I'm thinking non-aimed shots with an effective skill of 10 or less can't be aimed at a specific location and must roll on the chart randomly.

One of the PC's in the party will be playing a dedicated doctor character, so I'd like injury treatment (specifically surgery on a mortal wound!) to come up a few times. Random hits to the vitals has also been a long standing rule with the group of players I'm going to be running this game with first, so I think they'll expect it and plan accordingly. For a group newer to GURPS I think I'd agree and leave it out.

I'll have to look at Survivable Guns, was the basic idea to half damage and add a (2) armour divisor.
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