09-02-2011, 04:56 PM | #21 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Firearms combat?
Quote:
Crakkerjakk has it exactly right. You set the power of the scope, then you Aim. Now, a higher TL scope could have a digitally controlled zoom that doesn't fox your aim so badly. That would be part of the longer term precision aiming, and with some computer help, might even happen without contact from the shooter. But current manual stuff is definitely set first. Why have the lower magnification at all? Field of view. High mag means if you're not right on the target, you may wind up waving your barrel around (or at least, it'll feel that way). At low mag, you aren't as precise, but you can see what's around you . . . and this might include other animals or even people.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
09-02-2011, 05:00 PM | #22 | ||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: Firearms combat?
Quote:
Quote:
But yeah, basically I decided that if switching firing selector switches was a Ready action, then changing the current magnification level on a scope was definitely also a Ready action. I mean, usually you can flip your weapon from safe to fire without having to take your finger off the trigger. You have to reach up to the scope to adjust that. It doesn't make sense any other way. |
||
09-02-2011, 05:03 PM | #23 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
|
Re: Firearms combat?
That just means modern 'variable' scopes are just fixed scopes with variable settings, not need to change the rules on how GURPS handled real variable scopes though as you said they could in theory exist.
Especial given the technology is currently available in cameras, were instead of a stiff dial you have a zoom in and zoom out button. |
09-02-2011, 05:06 PM | #24 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: Firearms combat?
Quote:
|
|
09-02-2011, 05:09 PM | #25 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Firearms combat?
I'd allow a skill roll with appropriate TDM. Good, steady shooters who aren't rushed can probably pull this off, as you note.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
09-02-2011, 05:31 PM | #26 | |
Join Date: Jul 2008
|
Re: Firearms combat?
Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
09-02-2011, 05:41 PM | #27 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: Firearms combat?
Quote:
And yeah, I'd let Lightning Fingers remove the requirement to take a Ready to adjust the scope in a game using Gun-Fu or with Gunslinger. |
|
09-02-2011, 05:50 PM | #28 |
Join Date: Jul 2008
|
Re: Firearms combat?
Well, you'd have to ask the authors of High Tech about that, because that discrepancy is right there on pages 80 and 82-83.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
09-02-2011, 05:54 PM | #29 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: Firearms combat?
Yah, I know.
|
09-03-2011, 09:42 PM | #30 | |
Join Date: Jan 2005
Location: Down in a holler
|
Re: Firearms combat?
Yup. Folks that anticipate using the adjustment of a variable scope regularly in a time sensitive context often fit throw levers to the adjustment to manipulate it with greater alacrity.
http://www.brownells.com/.aspx/pid=2...E_THROW_LEVERS Quote:
http://imageshack.us/f/405/rakurzreticule.jpg/ |
|
Thread Tools | |
Display Modes | |
|
|