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#41 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Well, yes and no. Basically, the way dodging works vs bullets is that the aim-fire cycle takes a certain amount of time, so if you can move by your body width in less than that amount of time, you'll be able to dodge. Since bullets have non-zero time of flight, long range increases the time you have available to dodge.
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#42 | |
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Join Date: Nov 2009
Location: GMT-5
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Quote:
But the rules make it likely that a trained shooter who has aimed at a nearby stationary target that then decided to rush him will miss because the target dodged. This seems unrealistic to me. It is looking like the simple answer is, "Feverish Defense against ranged attacks is a highly cinematic option and should not be permitted in realistic campaigns." Add to this the MA123 rules and an Aim/Wait combination option and guns become scary again. |
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#43 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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This is what I was saying was my opinion, yes.
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#44 |
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Join Date: Nov 2009
Location: GMT-5
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Cool. And if I've followed things right, you have some professional experience with firearms (i.e. professional opinion).
This is good enough for me. What is your opinion on Icelander's house rule that at mêlée range, firearms can benefit from mêlée AoA (determined) and Telegraphic Attack? |
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#45 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Quote:
The rules already allow it, see Opportunity Fire . As long as your target is a single hex, you may Aim while Waiting. Last edited by sir_pudding; 02-07-2010 at 06:18 PM. |
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#46 | |
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Join Date: May 2008
Location: CA
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#47 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#48 | |
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Join Date: May 2008
Location: CA
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I'd also like to point out it isn't just my opinion that ranged deceptive attacks are relatively realistic - it's specifically mentioned in Martial Arts, page 121, where Prediction Shots and Ranged Feints are described.
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#49 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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In my semi-pro opinion Predictive Shots are entirely realistic for firearms. Otherwise what does training to hit moving targets actually represent; Speed Modifiers usually don't apply to targets like humans (or Ivans-on-stick for that matter).
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#50 |
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Join Date: May 2005
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Realistically, dodge should depend on your acceleration (as given by Basic Speed), your size, and an effective time to react. While trying to scale Dodge to non-human scales, I came up with a clunky HR for this: Your Basic Speed (HT+DX)/4 is actually a speed modifier; look up Basic Speed - 3 on the Size & Speed/Range table to get your acceleration.
Basic Speed + 3 is still your base Dodge, but it now has two extra situational modifiers. One is the negative of the target size modifier: normally 0 for humans, but a bonus to Dodge if the attacker is targeting a hit location (yes, if he's trying to hit your eyes it's harder for him to hit and easier for you to dodge), or a penalty to Dodge if the attacker is using an area or cone attack. The other modifier is a reaction time modifier: normally zero, unless the attack takes more than about 1/4 second to reach you, in which case you get a bonus of 2*(projectile speed modifier - range modifier + 3); note that I'm assuming that higher speeds and longer ranges result in lower (more negative) modifiers, as listed on the S&S/R table. This bonus is not cumulative with Combat Reflexes. As I said, it's pretty clunky, but it scaled reasonably well to larger-scale (vehicular) combat, which is what I needed it for. Note that being able to see the attacker or the incoming projectile is less important than simply knowing you're under attack and moving evasively. If a sniper's shot takes 2 seconds to reach a human-size target, and the person is moving unpredictably, then an aimed shot is only going to hit by random chance regardless of the sniper's skill: you basically have to fill the possible target area with bullets and hope that one actually lands on the target. TeV |
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| Tags |
| bullet, bullets, dodge |
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