08-14-2011, 09:05 PM | #31 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [MH] Gun Wielding Foes
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Familiarizing someone with a gun, showing them some pointers, and giving them a chance to mess around with it is certainly going to considerably improve their skill, which can be represented by a single point in a skill. Arguably, there should probably be a shadow-zone between "Default" and "one point of skill" but GURPS doesn't have that. (Though one fix for that sort of thing might be an optional rule that sort of represents the opposite of an unfamiliarity penalty: If someone shows you how to use something, you can ignore up to -2 points worth of default penalties with just that weapon, which only lasts for a while before it fades away. Hence why you can show someone a weapon and they'll gain experience with it, but show them the same weapon a month later, and they'll have forgotten where the safety is unless they did some additional study and practice to cement what you taught them, aka spent a character point).
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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08-14-2011, 09:11 PM | #32 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [MH] Gun Wielding Foes
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08-14-2011, 09:14 PM | #33 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [MH] Gun Wielding Foes
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Personally, and you can tell by my question, I think your ranges are probably high by about 2-3 points, but that's just me.
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08-14-2011, 09:16 PM | #34 | |
Join Date: Dec 2006
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Re: [MH] Gun Wielding Foes
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If a gang has even moderately limited resources they don't give there least or average reflexes members the weapons, they give those to the the ones who are most likely to hit something with them (the DX >12 members). If the have enough resources that everyone has a pistol then they also likely have a space where the police won't question a lot of gunfire, so they can spend some time shooting trashcans and beer bottles. In either scenario if you encounter a gangbanger with a pistol your looking at someone with above average dexterity and potentially enough 'plinking' training to account for DX-1->DX level skill. Of course there lack of formal training and combat theroy means that they are not able to make use of proper bracing, aiming, and will make ineffective use of cover- but it still makes them a large threat at short ranges. |
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08-14-2011, 09:20 PM | #35 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [MH] Gun Wielding Foes
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When putting holes in paper for sighting in, you get: Range/speed precisely known: +3 No personal risk, no stake in outcome, no risk to others: +3 Outdoor range, not perfect conditions: +1 to +2 Net here is about +8 Take a nice rifle (Acc 5) and a good scope (+3 or +4). Aim, Brace (+1), AoA (Determined) (+1). The Precision aiming bonuses are rolled into the +8 above. So after four seconds or so, you're at skill + 18 or so. A vitals-size target at 200yds is -15. So you're at Skill+3 to make that shot. Skill-11 makes it 90% of the time. DX 11 (Guns-7) still makes it 50% of the time. And that's not including any expert guys around telling you what to do, which is in effect, a spotter and teacher who will walk you through each shot.
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08-14-2011, 09:20 PM | #36 |
Join Date: Feb 2009
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Re: [MH] Gun Wielding Foes
I've trained people (casually . . . I have points in teaching, but I doubht I have points in guns) My experience has been that 'able to reliably nail a soda can at 100ish yds' in the wild or 'able to put 2in groups at 100yds at a range' is a process that goes as follows
1. Find someone who is vaguely interested in the notion of shooting things (usually a foreign classmate) 2. Person shoots 20 or so times with a .22 with a scope, familiarizing themself with the notion of breathing and squeezing the trigger without recoil 3. Person then moves to the deer rifle and after a few shots is able to pull off the above feats, firing 10-20 rounds total with it I haven't trained anyone to hunt deer though My own training prior to deer hunting was 'Here is the rifle, okay, remember the breathing and trigger pull?' (when I was 13 or so I did Tetrathlon with an air pistol, so had gotten the basic ideas then) 'Yeah' 'Well, its the same thing. Put the scope on the target and do that, rest the rifle on the back of the chair here and shoot that log' Shoot the log 4 times successfully 'Alright, good to go' And Ive been quite successful at the deer hunting . . . . on the off chance a deer is dumb enough to commit suicide by wandering in front of me and standing still for a bit. It did take me some more practice to where I was good enough at shooting standing up braced against a tree as opposed to sitting, but usually am sitting anyway (after a gun, a comfortable yet lightweight chair is the number two resource a deer hunter needs) |
08-14-2011, 09:21 PM | #37 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [MH] Gun Wielding Foes
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2-4 points represents some real training or experience. Beyond 4 points and a skill becomes a serious investment (1 point gets you skill 10, another +1 point gets you skill 11, and another +2 points gets you skill 12), so skill 12 is about as high as you're going to get the average guy who isn't going to make his life out of this. That's a soldier or a cop or an experienced thug. Higher than that requires either talent (DX 12) or dedication (8-12 points in a skill). DX 12 and 1 point gets you skill 12, and DX 12 and 4 points gets you skill 14. DX 10 with 12 points also gets you Skill 14. So this is the range for skilled or talented professionals. Talent AND Dedication will make some waves: 12 points and DX 12 will get you skill 16. This is your special ops sniper who borders on a hero in his own right, and probably only counts as a goon in high powered games (which MH is). That's the logic behind it. I'm gonna go out on a limb here and predict that you'll agree with me every point of the way, and the only real difference between us is when we give that first point, and how quickly we hand out the rest, ie "What does 1 point mean," and "how much dedication really goes into 4, 8 and 12 points," and "how unusual is DX 12."
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 08-14-2011 at 09:24 PM. |
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08-14-2011, 09:22 PM | #38 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [MH] Gun Wielding Foes
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08-14-2011, 09:27 PM | #39 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: [MH] Gun Wielding Foes
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A lot of people have hobby skills which are in the Dabbler Perk pool. |
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08-14-2011, 09:31 PM | #40 |
Join Date: Feb 2009
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Re: [MH] Gun Wielding Foes
To be honest, the 12-14 range for goons for me is chosen mostly due to 'this tends to be a range where combining full auto fire and range penalties, it usually balances out to a moderate chance of potential hits, which is good because badguys always whishing is boring, but goons landing lots of hits and lots of crits isnt fun either'
edit - and yes, firing full auto drains the magazine in 3 rounds, but usually goons die before that happens anyway. I can't recall a single game I've ever run where not only did the goons burn through their first magazine they lived long enough to reload and start firing another |
Tags |
ak-47, modern, monster hunters |
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