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#1 |
Join Date: Mar 2020
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Say I have a character with Guns (Rifle)-12 and an Assault Carbine with Acc 4 and RoF 15. My boy is trying to shoot some pesky ninjas with high Dodge scores 5 yards away, so he decides to take a Prediction Shot or Ranged Deceptive Attack (MA 121). Now, with the -2 penalty for shooting a target 5 yds away, my only adequately skilled gunman is already shooting at an effective skill of 10, too low for a Deceptive Attack. However, if he takes an Aim maneuver and unloads his full RoF, he’ll add +7 to his roll for an effective skill-17! Now he can eat -6 in Deceptive Attack penalties and give his target -3 dodge.
So, am I understanding these rules right? Do the bonuses from Aim and RoF count for taking Deceptive Attacks? It seemed odd to me that some guy with a decent guns skill could take an enemy’s Dodge from 12 to 9 just like that, or maybe modern weapons just that effective. I don’t know if this has been addressed anywhere, especially since the rules for Prediction Shots were added later on in GURPS Last edited by MrCrowley; 10-25-2022 at 09:59 PM. |
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#2 |
Join Date: Aug 2018
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Probably that's why you don't stay in sight for multiple maneuvers so aim can't build up.
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#3 |
Join Date: Aug 2004
Location: Austin, TX
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It's actually inefficient to make predictive attacks with low Rcl autofire weapons: You could impose a -3 Dodge penalty by taking a -6 to hit, or you could hit with an extra 3 bullets, which means the defender has to make the dodge roll by 3.
But it is perfectly reasonable that an attacker, making an aimed attack with a lot of bullets, can use those bullets to limit the spaces from which the defender can reasonably dodge. And Plane is right - the ninja shouldn't be hanging out at range 5 while someone is aiming at him. If he'd spent his turn moving, he could have gotten adjacent to the shooter and then parried his attack since you can parry ranged attacks that occur within your melee reach. Much better for the ninja.
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#4 | |
Join Date: Aug 2005
Location: Denmark
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Or taken an All Out Defense-manouver for +2 to dodge. In addition, the Ninja can also make a dodge and drop in response, giving him +3 to his dodge and so he is back up to 12. If he is a skilled ninja, he could also make an acrobatic dodge for +2 more to dodge. So you shouldn't be looking at dodge:12 dropping to dodge:9. but potentially a dodge:19 dropping to dodge:16. In fact without both Aim and ROF bonus the "average skill shooter" is very unlikely to be able to hit the ninja at all. Also remember that the shooter has dropped his effective skill down to 11. Meaning he only have slightly over a 50/50 chance to hit. If he miss he has to spend one more turn to aim again, and then one more turn to fire. giving the ninja two more full turns to kick him in the neck. also, also. If you want more realism. Aimed attacks are suggested requiring All-Out attack in GURPS:Tactical Shooting. You really, really do not want to make an All-out-attack with a ninja within striking distance! Last edited by Maz; 10-30-2022 at 01:45 AM. |
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#5 | ||
Join Date: Jun 2013
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As for the original question... on the one hand, it seems odd to be able to turn the bonus from going full-auto into predictive shooting, as in particular GURPS weapons tend to be difficult to control when doing so. On the other hand, the idea you could spread your shots out a bit more - for less chance of hitting the foe (functionally, the foe is actually being attacked at a lower RoF, with the rest of the bullets going into the area around the foe) but leaving said foe with almost nowhere to go to avoid getting hit - honestly makes a good deal of sense. I think I'd allow it.
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GURPS Overhaul Last edited by Varyon; 10-30-2022 at 03:19 AM. |
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Tags |
deceptive attack, martial arts, tactical shooting |
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