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#1 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Hmm. Talking to a shooting enthusiast resulted in some support of the quadratic hypothesis: he said that typically, someone with a 50% hit rate at 100m would have a 12½% rate at 200m against the same target under similar conditions. But in an RPG context, that seems to lead to hit chances quickly approaching 100% and 0% outside a relatively narrow range band, and I'm not sure how to feel about that.
As for Fitt's law, that seems to not be very applicable, since usually a turn length is defined before rolling (and is in GURPS and most systems a constant value). |
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#2 |
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Join Date: Aug 2009
Location: Poland
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Turn length, yes. But aiming time could be varied depending on roll. If you roll well, you shoot and hit. If you roll not-so well, but decent, you continue aiming. If you roll really poorly, you shoot and miss.
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My irregular blog: d8 hit location table |
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#3 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Quote:
The GURPS 3d6 mechanic's bell curve means that you pretty well have to start at the centre of the curve, and say that doubling range takes target number 10 (50% chance of a hit) down to target number 8 (25.6%). So far, so good, but not very granular. The speed/range table has x10 distance as -6 to skill. By inverse square law, x10 distance should be 1% of the chance to hit, taking 50% down to 0.5%. That's the chance we have for a skill of 3, implying that x10 distance should be -7 to hit, so GURPS RAW is actually a bit friendlier than reality.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#4 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#5 | |
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Join Date: Dec 2013
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The ballistics-simulator-with-tabletop-roleplaying-applications Phoenix Command has a number of factors that determine the final to-hit chance of an attack, primarily:
In GURPS-y terms, this is broadly min(Skill + modifiers - SM, MOA, X+Y)+SM, where X is the lead estimation error and Y is the erratic target error. Conveniently, the physical effects this models are such that X is calculated using the logarithm of target speed and projectile time of flight: in other words, the standard Speed modifiers can be used in a calculation with this level of detail. Quote:
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#6 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#7 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I found a way to model that using a series applications of a logarithmic scale for almost everything, but that project's first steps went so far as to no longer be GURPS at all. But at least the issue of turn scale and RoF bonus interactions seems solved in my project.
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#8 |
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Join Date: Aug 2008
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Vicky, you make the assumption that shots fired approximate a uniform distribution, which is not the case. They will be clustered more densely around the actual target and become less dense as you look further out. So the size of the target won't have a quadraric effect on hit chance.
Let's assume a normal distribution of distance from bullseye with a standard deviation of 1 unit. If the target is 1 unit radius, the shooter has about a 68% chance of hitting. If we double the target's radius, he now has a 95% chance of hit. Adding another 1 unit to radius increases his odds of hit to 99.8%. He'll never hit 100%. Now that addresses target size. Distance effects I'm not sure of. It would definitely increase the standard deviation of the final spread, but at what rate, I don't know. The shooter's own ability to be on target plus the effects of atmospheric conditions would be factors, though.
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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#9 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#10 |
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Join Date: May 2005
Location: Oz
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It's a bivariate normal, so the chi-squared distribution simplifies to an exponential distribution. In the general case the pattern is ellipsoidal, but assuming that the vertical and horizontal dispersions are uncorrelated and have the same variance you get the result that the chance id a given hit falling more than a distance from the centre of the pattern falls off exponentially with the distance.
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Decay is inherent in all composite things. Nod head. Get treat. |
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| Tags |
| range, ranged combat, reality check, size, ssrt |
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