12-09-2005, 12:35 PM | #1 |
Banned
Join Date: Aug 2005
Location: Norfolk, VA
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Speed/Range Penalties . . . Gray Area?
According to the Basic Set, 4th Edition, speed (as in yds/sec) should, for the most part, be ignored during combat between fighters on foot. OK, but shouldn't sprinting or at least running make you harder to hit than standing still?
Anything that uses the High-Speed Movement rules is supposed to get its velocity in yards added to its range in yards when determining penalties for ranged attackers. Do sprinters suddenly get this bonus while sprinting? Sprinting is high-speed movement. At combat speeds, that would mean an additional -2 penalty to most shooters at hex-grid ranges. I guess what I'm trying to ask is this: Someone with Move 5 Sprints at Move 6. Someone with Move 6 Sprints at Move 7. Am I correct in assuming, then, that fighters on foot get no bonus or penalty for their speed, even if they're sprinting? |
12-09-2005, 05:35 PM | #2 | |
Join Date: Aug 2004
Location: Union City, California
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Re: Speed/Range Penalties . . . Gray Area?
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It's still the GM's call whether or not to apply the Speed/Range Table for any given case. Go with whatever you feel is right for your campaign. My opinion: I wouldn't apply it unless the runner is trying to avoid the fight (i.e. not attacking).
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Kevin C. Wong jahn@csua.berkleley.edu |
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12-09-2005, 05:41 PM | #3 | |
Banned
Join Date: Aug 2005
Location: Norfolk, VA
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Re: Speed/Range Penalties . . . Gray Area?
Quote:
Mainly, I wonder if running should give you a defensive bonus (or rather, an extra penalty to your attacker) as opposed to, say, standing still. Shooters are trained to lead targets, but it's still far easier to hit a stationary or slow-moving target than a fast-moving one, even if it's only a matter of yards/sec. Probably best not to worry about it. |
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12-10-2005, 08:02 AM | #4 |
Join Date: Jan 2005
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Re: Speed/Range Penalties . . . Gray Area?
I know how you feel. I'm working on a supers campaign and it becomes a very tricky issue when you're dealing with guys like the Flash in combat. It becomes difficult especially since there are people with superreflexes who can react to speedsters without having a Move that high. You can apply the speed/range penalties to combat, but it becomes tricky since with projectile weapons they don't list bullet, beam, etc. speeds so it becomes hard to apply. I'm working on it, but most of the time I get a headache and quit.
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12-10-2005, 09:02 AM | #5 | |
Join Date: Sep 2004
Location: Canada
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Re: Speed/Range Penalties . . . Gray Area?
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OTOH, I've had players ASK me to apply the speed penalties vs a mounted opponant. And they were the ones shooting AT the mounted guy, rather than trying to get out of being shot. Depends on your group and if they want to do the extra math.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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12-10-2005, 10:59 AM | #6 | |
Join Date: Aug 2004
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Re: Speed/Range Penalties . . . Gray Area?
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Realistically a sniper can get a lead on where you're going as you sprint. Bonus to hit seems more appropriate. Arguably, since you can allout attack as 'full move and attack at penalty' make a 'move and defend' all out defense to move up to your max and have a penalized defense roll.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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12-10-2005, 11:02 AM | #7 | |
Join Date: Aug 2004
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Re: Speed/Range Penalties . . . Gray Area?
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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12-10-2005, 12:09 PM | #8 | |
Join Date: Aug 2004
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Re: Speed/Range Penalties . . . Gray Area?
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Secondly, what the heck are you saying, a sniper should get a bonus to hit a running target? That's crazy. |
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12-10-2005, 01:59 PM | #9 | ||
Join Date: Sep 2004
Location: Canada
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Re: Speed/Range Penalties . . . Gray Area?
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Quote:
It's still harder to line up your shot if the target is moving, even at a constant speed in a straight line, than if the target is standing still. Any other way lies insanity.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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07-20-2013, 04:33 AM | #10 |
Join Date: Jul 2012
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Re: Speed/Range Penalties . . . Gray Area?
Suppose you're a borderline superhero shooter, about 10 yards away from some mooks in a warehouse, minimal cover. You have Move 10. Assuming you run-and-gun you're giving the enemies a net -2 to hit, right? Because the net speed/range factor is 20 yards and this is 2 levels tougher than 10 yards. Not necessarily a wiser choice, since you lose any potential DR from cover and may suffer some penalties to hit due to bulk.
Seems realistic to apply the penalties even though this is on foot, right? (I know realistic within a very cinematic Move rate). Representing a guy breaking from shadows to charge across open space being harder to hit than a static target. I suppose both are quite likely to inflict at least Partial Suprise on the targets. I take the point about sharpshooters being able to lead targets running in a straight line across open ground, but I think that is a very different type of scenario. Apologies for resurrecting this long-dormant thread. Just seem to be quite a lot of times factoring in the Move would make a decent difference on the Speed/Range table. Also want to check my understanding of the rules is correct on this point. |
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