07-25-2021, 03:21 PM | #11 |
Join Date: Mar 2016
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Re: Clarification on "Hitting the Wrong Target" rules
To be perfectly honest, more than anything, I'm just a bit salty about getting insta-killed by friendly fire in a session yesterday. It didn't really make intuitive or mechanical sense to me at first, but after reading the other responses ITT, it's reasonable enough. I'm still not sure I'd personally rule that way, regardless, but I can see the reasoning.
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07-25-2021, 03:40 PM | #12 | |
Join Date: Jul 2008
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Re: Clarification on "Hitting the Wrong Target" rules
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07-25-2021, 03:49 PM | #13 |
Join Date: Mar 2016
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Re: Clarification on "Hitting the Wrong Target" rules
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07-25-2021, 05:17 PM | #14 |
Join Date: Aug 2018
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Re: Clarification on "Hitting the Wrong Target" rules
I guess if we want to avoid hitting targets beyond the intended on a miss/dodge then you'd need some adjustible max like having Selectivity to disable your Enhanced range?
Perhaps that ought to be a benefit of "Overhead" attacks too, since presumably if something like that misses it should hit the ground below your target rather than something behind them... |
07-25-2021, 05:31 PM | #15 |
Join Date: Nov 2016
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Re: Clarification on "Hitting the Wrong Target" rules
I know how you feel. In the future you could take a "battle drill perk". There is one to ignore "Hitting the Wrong Target" in Tactical Shooting p. 37.
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07-25-2021, 08:18 PM | #16 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Clarification on "Hitting the Wrong Target" rules
It's the latter.
Tonight one of my players in my demigods campaign missed the target she was aiming for and hit another target with a critical success (a 4 on 9 or less) and then rolled the skull for the hit location which was one of two ways to kill a demigod. Oh, and the player maxed the damage to the skull. It was pretty epic.
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07-25-2021, 08:36 PM | #17 |
Join Date: Aug 2007
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Re: Clarification on "Hitting the Wrong Target" rules
There's a Perk in Gun Fu that prevents this sort of thing. I believe it is called "No Friendly Fire". It is of course Cinematic.
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Fred Brackin |
07-26-2021, 06:13 AM | #18 | |
Join Date: Aug 2018
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Re: Clarification on "Hitting the Wrong Target" rules
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MA52's Teamwork wasn't quite as flexible since it required everyone to have the perk (Battle Drills only requires the leader to have it, others can make a Soldier/Tactics roll once per second burning Ready maneuvers until it works) TW also required specialization by either 'style' or 'small group' (ie may need to be taken multiple times) whereas Battle Drills can just be taken once and you can just get free 'familiarity' after 20 hours of training. I'm actually wondering if bullet one is a bit of overkill... you're already less likely to hit allies by mistake due to halving of Firing Through an Occupied Hex penalties, which is similar to Teamwork's ignoring of Attacking Into a Close Combat penalties... Both of them also seem to have a kind of "bonus physical movement" aspect: Teamwork gets "brace as a free action" (counter slam/shove/knockback against ally in front of you) while Teamwork gets an extra Movement Point to take an ally's previous position... If I have Move 5 and am taking Ranged Move and Attack and keeping eyes forward to shoot at foes whilst side-strafing or walking backwards to maintain range... normally I can't move any faster than 2/ys without turning... but if some ally was previously standing beside/behind me then I can sidestep/withdraw at 3 y/s ? I get the part about ignoring the extra movement point it costs to move through an occupied hex if that hex is occupied by an ally, but actually moving faster than if the hex was empty gets into cinematic territory... Maybe recently-exited hexes should count as occupied until the exiters next turn (costs extra movement point to go through, as if still avoiding them) and Battle Drills could ignore that? |
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