04-04-2022, 05:24 PM | #11 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Shotguns] Is this a house rule?
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04-04-2022, 05:29 PM | #12 |
Join Date: Jun 2013
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Re: [Shotguns] Is this a house rule?
At such close range, the pellets haven't spread enough to justify any bonus to the chance to hit, hence lack of said bonus. Something you may be missing in all this, however, is that being at such close range changes the damage type from pi to pi++. This was later clarified by Kromm, and later still made it into print in Tactical Shooting. So, roughly speaking, being within 10% of 1/2D range deals half the damage, but all the Injury, of hitting with every pellet individually.
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04-04-2022, 07:07 PM | #13 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Shotguns] Is this a house rule?
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GURPS lumps these together, which works okay most of the time, but not so well with high RoF weapons with low Rcl (lasers, shotguns), which can effectively do both at once. To fix this probably requires making two forms of rapid fire attack, one in which shots are spread out that grants a large hit bonus but only allows 1-2 hits per target within the volume attacked, and another that grants the possibility of multiple hits, but only a very modest increase in hit chance.
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04-04-2022, 08:06 PM | #14 | |
Join Date: Jul 2008
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Re: [Shotguns] Is this a house rule?
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04-04-2022, 08:41 PM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Shotguns] Is this a house rule?
The beaten zone does not have to be an area effect as GURPS defines it. The reason you use a shotgun for bird hunting is because the shot pattern is larger than the bird, and for an assault rifle you are walking the shot across the likely target location (or if you aren't, it's not going to help your hit probability).
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04-04-2022, 09:48 PM | #16 | |
Join Date: Jul 2008
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Re: [Shotguns] Is this a house rule?
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More generally, it is distinctly unclear to me that you can effectively use the same mechanical approach to intentionally creating a beaten zone and de-facto creating a beaten zone when aiming for a point target.
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04-04-2022, 10:09 PM | #17 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Shotguns] Is this a house rule?
Three-round bursts were intended to increase hit chances because the movement of the rifle as it fired would create dispersion of the rounds. So they were 'walked' by recoil.
The belief was that after three rounds the shooter would be so far off-target that any extra rounds would just be wasted, so putting in a burst limiter would save ammunition without reducing the effectiveness of the burst. Soldiers were trained to fire 3-5 round bursts anyway (for the same reason), so the burst limiters were essentially a way of getting short bursts from soldiers who might not've been as well-trained in fire discipline as their commanders would've liked.
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04-04-2022, 10:23 PM | #18 | |
Join Date: Jan 2006
Location: Central Europe
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Re: [Shotguns] Is this a house rule?
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Pump-action shotguns also combine the "fire hose" type of rapid fire with the "spray can" kind. A bursting cannister behaves differently than a burst from an electric gatling gun, even if both put the same number of rounds downstream in a second.
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04-04-2022, 10:59 PM | #19 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Shotguns] Is this a house rule?
In theory, sometimes. In practice it's usually "shoot until they stop", and that's usually poorly aimed fire that goes all over the place, sometimes including into the actual target.
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04-05-2022, 06:27 AM | #20 | |
Join Date: Jun 2013
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Re: [Shotguns] Is this a house rule?
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*GURPS doesn't model this that well, given you need RoF 4+ to get any sort of bonus. It does have it to a small degree, however - firing with RoF 2-3 means you have a chance of scoring multiple hits, which makes it more difficult for the foe to Dodge all of them. Honestly, I think it would smooth out the progression if you did +1 at RoF 2, +2 at 3-5, +3 at 6-10, +4 at 11-20, +5 at 20-50, +6 at 51-100, and so forth, for +1 to hit per +2 SSR to RoF. It lets lower RoF accomplish something, is consistent throughout the entire progression, and - most importantly IMO - means you can generate the table simply from the SSR progression rather than having to look it up constantly.
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rapid fire, shotgun |
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