Quote:
Originally Posted by RGTraynor
With archery, a potential factor might be "how many seconds does it take for that arrow to do so?" For practical purposes, that's a detail GURPS avoids generally (at least as far as I've ever seen), but an arrow doesn't traverse a couple hundred yards in a second flat. Two? Three?
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A brief bit of Googling indicates a modern recurve bow tends to fling arrows at somewhere around 170 feet per second, while a modern compound bow tend to fling them at around 260 feet per second instead. Heavier arrows result in slower speeds, higher draw weight results in higher speeds, all else being equal. Part of me is tempted to try to work out a method of determining velocity - perhaps diving into "The Deadly Spring" - but I suspect that way lies madness. I'd say just go with Move 70 (somewhere between those two values) if it matters. Note there
are rules for time of flight to matter in
Tactical Shooting - they still resolve the hit instantly, but if it takes more than a second to arrive you roll 1d-4 for each full second, and add this to the character's effective skill (average -1.5 to hit per second, but it's possible for the foe to accidentally more-or-less walk into the path of the bullet, for a bonus), to represent that there may have been unpredictable movement or similar in the interim.