03-20-2023, 02:56 PM | #31 | |
Join Date: Jun 2013
|
Re: Reality testing firearm rules
Quote:
EDIT: Arguably, hitting that pumpkin with a stick (using Broadsword, which similarly has a DX-5 default) would be a better example, as actually hitting a pumpkin with the head of an axe is a bit harder than just hitting it with a balanced stick. But GURPS doesn't give a bonus to strike with a weapon that doesn't care as much about exactly where on the weapon you strike the target with (for a stick/baseball bat/etc, there's a sweet spot that delivers a stronger impact, but hitting elsewhere doesn't have quite as dramatic of a difference in effect as, say, hitting a piece of wood with the blade of an axe vs hitting with the haft).
__________________
GURPS Overhaul Last edited by Varyon; 03-20-2023 at 03:02 PM. |
|
03-20-2023, 03:49 PM | #32 | ||
Join Date: Jun 2022
|
Re: Reality testing firearm rules
Quote:
Quote:
Extrapolate out to all skill uses... I'd rather the setting presumptions were "calm usage equals no penalties and here's a pile of penalties" rather than "stressed usage and here's penalties for various problems and there are scattered bonuses across a bunch of supplements and 'common wisdom of the forums' to represent casual usage". Actually, I'd have been fine with "All skills are presumed to be used under combat or highly stressed/field conditions and here are a list of bonuses for non-stressed, non-combat, non-field usage" in one place. (Yes, I know there are scattered rules for having better equipment and thus not being "in the field", but they are also scattered.) So mostly my complaint boils down to "we need a centralized list of bonuses and penalties", but I also think that starting from "easiest use case" as a baseline is best. It would also help* to build those "I've never fought before and am suffering from combat stress but have tons of range time" characters as different from "combat vet with tonnes of range time. Because while Combat Reflexes does make a difference, in ranged combat that difference is small once the first "turn" is past, and does not accurately reflect the effect of stress on a shooter. * Because we'd actually have penalties we could mitigate via Advantages or Techniques. What do we have now to differentiate them? |
||
03-20-2023, 05:15 PM | #33 | |||
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: Reality testing firearm rules
Quote:
Quote:
All else is extra detail, and is thus something that if centralised would be less convenient than putting it in the section where that case is being discussed. Quote:
Add in relevant advantages (e.g. Combat Reflexes) and disadvantages (e.g. Combat Paralysis and various levels of Pacifism) if necessary.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|||
03-20-2023, 05:32 PM | #34 |
Join Date: Aug 2004
|
Re: Reality testing firearm rules
That's exactly what the Basic Set does. Pages 345-346 (Campaigns), "Task Difficulty." All the other things from the forums and other supplements are extrapolated from that.
|
03-20-2023, 05:33 PM | #35 | |
Join Date: Aug 2004
|
Re: Reality testing firearm rules
Quote:
Yeah, sure, specific examples are given later books. The basics are covered in the Basic Set.
__________________
Steven E. Ehrbar GURPS Technomancer resources. Including The Renegade Mage's Unofficial GURPS Magic Spell Errata, last updated July 7th, 2023. |
|
03-20-2023, 10:37 PM | #36 |
Join Date: Jul 2008
|
Re: Reality testing firearm rules
I mean, they are covered pretty badly. It tells you there's a scale, but it's pretty much useless for calibrating modifiers to tasks in any general sense.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
03-20-2023, 11:12 PM | #37 | |
☣
Join Date: Sep 2004
Location: Southeast NC
|
Re: Reality testing firearm rules
Quote:
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
|
03-21-2023, 12:24 PM | #38 | ||
Join Date: Jun 2022
|
Re: Reality testing firearm rules
Quote:
Quote:
* I'm actually not complaining that that penalty is listed under the skill it affects... but a "Here's some Task Modifiers, go at it" with other modifiers scatterd everywhere else is not a help. Especially with an absolute lack of direction on whether a day at the range counts as "super easy, barely and inconvenience" or "oh yeah, it's a competition or challenge so it needs all the penalties, no bonuses". There is a lot of leeway in there, and very scattered and implied suggestions for bonuses and penalties. If it were simple and easy to interpret, we wouldn't have this thread. I think I just need to start combing through the books and compile a master list. I usually just wing the numbers (at least the ones I don't have listed in my campaign bible), but I agree, I prefer to be precise so the Players can build precisely (for the ones that care, the that don't... well don't care). |
||
03-22-2023, 01:57 AM | #39 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Reality testing firearm rules
Quote:
|
|
03-22-2023, 09:29 AM | #40 |
Join Date: Jul 2008
|
Re: Reality testing firearm rules
Notably that's just the +3 for lacking stressors, unless you want to assert that there's a combat bonus for melee in high-visibility environments...
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
Thread Tools | |
Display Modes | |
|
|