Quote:
Originally Posted by bocephus
The formula for distance is based on 1yd being the 0 point. I disagree with that, but, you as GM have to take responsibility for any variation in the rules. I think this makes bows far too inefficient and penalizes what "proficient" should be and chose to move the zero point to 10yds, then let it scale as it was in the rules.
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Minor quibble, but the zero-point for the system is at 2 yards rather than 1 (1 yard is +2, although generally you can't claim a bonus for close range). The idea of rezeroing it may indeed have some validity to it. I sort-of came to a similar idea on my own some time ago, albeit more in the form of a stick than a carrot - the idea being that at 1 yard and further, the attack penalty should be the worse of Bulk+2 and Range, at least against mobile targets (basically, bulkier weapons are harder to reposition quickly). In the case of, say, a reflex bow (Bulk -7), this puts the "zero-point" at 15 yards, but you're at -5 to skill out to this point, not +0.
Quote:
Originally Posted by Anthony
One of the problems with with accuracy in GURPS is that the adjustments for target motion are much too small.
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Ideally, the penalty to speed should depend on speed relative to the size of the target. A person moving at 5 mph (~2 yards per second) isn't much more difficult to hit than a human standing more-or-less motionless, but a housefly moving at the same speed is nearly impossible to hit, even though one that is stationary isn't too much of a challenge. Contrariwise, even at a decent clip Godzilla is a hard-to-miss target.