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08-25-2013, 11:40 AM | #1 |
Join Date: Jan 2010
Location: Los Angeles County
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[High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled Burst
As I understand High-Cyclic Controlled Bursts you still feel the full recoil for firing 3 shots, just not until after the 3rd round leaves the barrel of the gun.
Of course with shotguns you feel the recoil after firing each shell whether firing slugs or buckshot. I light of this doesn't it make sense for recoil to play more of a role when firing, say, 3x9 or 9# as opposed to 1x9 or 3#? |
08-25-2013, 12:03 PM | #2 | |
Join Date: Aug 2007
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Re: [High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled B
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Fred Brackin |
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08-25-2013, 12:58 PM | #3 | |
Join Date: Jul 2008
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Re: [High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled B
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You won't hit with a single pellet that can't be attributed to your first shell or burst until you've achieved an MoS of 9 or 3, respectively.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-25-2013, 01:01 PM | #4 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: [High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled B
Fred is correct, but I also agree with the OP. There is something odd about the way that High Cyclic Controlled Bursts go. It's supposed to be like firing 3 shots with the massive recoil of one shot. But then you do this 3 times in a second and yet you still get Rcl 1?
The part that bugs me most is that you get the RoF bonus from firing 9 shots. It seems to me that you are actually firing three shots, and thus should get no actual RoF bonus. It's just the 3 "shots" are actually 3-round bursts with Rcl 1. I might adopt that as a house rule, actually.
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
08-25-2013, 01:12 PM | #5 | |
Join Date: Jan 2010
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Re: [High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled B
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One possible way to do it is like this: When you set a gun to HCCB is has Rcl 2. Determine if you will hit normally. If you hit roll to see how much of the burst hits. Treat this as another attack made with Skill 22+Acc (whether you aimed or not) modified only by Range and SM and with Rcl 1. |
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08-25-2013, 01:18 PM | #6 | |
Join Date: Nov 2009
Location: Oregon
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Re: [High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled B
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08-25-2013, 01:21 PM | #7 | |
Join Date: Jan 2010
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Re: [High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled B
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(I do agree that lots of extra die rolls are unpleasant.) |
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08-25-2013, 01:23 PM | #8 | |
Join Date: Nov 2011
Location: Seattle, WA
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Re: [High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled B
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I care more about the game mechanical choices than I do the realism level here. GURPS is already 1x10^5 more realistic than any other system I've actually played, so if I defer somewhat to gamism every so often, no skin off my teeth!
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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08-25-2013, 01:28 PM | #9 | |
Join Date: Nov 2009
Location: Oregon
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Re: [High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled B
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08-25-2013, 01:55 PM | #10 | |||
Join Date: Jan 2010
Location: Los Angeles County
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Re: [High-Tech] Recoil between shots/bursts for shotguns and High-Cyclic Controlled B
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Any thoughts on how this problem applies to shotguns? |
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Tags |
high-cyclic, high-tech, recoil, rof, shotguns |
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