06-09-2021, 05:47 AM | #31 |
Join Date: Dec 2020
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Re: Verification re: Move and Attack
That happen even to well trained cops and soldiers who are specifically trained for using guns in close combat. Itīs always one thing to be on the shooting range, and quite another if you are under stress, not to mention mortal danger, if the other site shoots back. So yes a couple of misses is realistic.
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06-09-2021, 08:19 AM | #32 |
Join Date: Sep 2007
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Re: Verification re: Move and Attack
Mapping in real-life skill levels is tough, because as PC's you're heroic paragons in the high teens, and the everyday dude is probably shooting with a 12.
And IRL suppressing fire is used SO much compared to how often I've seen it in game. I think that has to do with the game-system incentive to end a fight asap, since the best and fastet way to minimize damage is to remove the potential source of damage and HP is as much a resource as anything so trading 3-5 HP of damage to eliminate a threat is a bargain in a game world. Thus prioritize direct attacks over mitigating incoming fire since you can tank a little bit and end the fight sooner. Not so much IRL, where 3-5 HP of damage is not something that a human wants nor wants for their comrade, however trivial of a wound it might represent. So suppressing the enemy FIRST is a priority to reduce or remove the chance of even trivial injury, and then directly attacking a suppressed target. Outnumbering your opponent is probably really important. That's at least how I'm interpreting that odd divide. It's colored a bit too by experiences w/ D&D and Savage Worlds where similar sorts of things come into play. We long ago saw the limitations of healing in-combat because an action spent on healing is an action not spent on eliminating a threat. Hm, this is off track. Donny, sorry if I got a bit snippy. M&A feels odd, and all the math aside, a very smooth and convenient way I've found to take the roughness off of it is to allow Extra Effort. Players get a resource to spend, GM has fewer actions to police. RE: Gaining skill/DX w/ actions (EE) is counterargued by All-out-Attack giving you +2 to-hit, which directly boosts a skill. Thing is, that there's always a drawback to that boost, be it giving up your attack (Fev. Def), giving up your defense (AoA), or spending a limited resource (EE). In a given fight, a PC w/ 10-12 FP only has 7-8 uses of EE before they hit the 1/3 barrier and drop to half move and defense. From my own DF experience, a biggish fight will gas-out a party and they'll use those EE actions pretty conservatively so they don't have to spend 30m after every fight catching their breath. And as a GM, you've got to watch your pacing so you have a relatively rapid sequence to challenge their endurance, and pop in a break now and then to let them recuperate. |
06-09-2021, 09:04 AM | #33 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Verification re: Move and Attack
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Also note that at RoF 10+ you can have two zones side-by-side. The real reason suppressive fire works relatively poorly in GURPS is that the turns are so short, and thus the area you can reasonably fill with bullets is small - to cover a mounted machinegun's traditional 'beaten zone' takes many turns, and characters generally get to act on better information than people do in Real Life. Being brutal with Per checks to locate fire before you can dodge it, or to even know exactly where suppressive fire is even going, helps a lot when characters have human-normal Perception levels. It's not so good when they have Per 17+, but then characters with those sorts of attribute levels probably should be able to detect zone attacks with firearms, etc.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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06-09-2021, 09:22 AM | #34 | |
Join Date: Aug 2019
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Re: Verification re: Move and Attack
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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06-09-2021, 12:43 PM | #35 | |
Join Date: Jul 2008
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Re: Verification re: Move and Attack
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And since dodging one bullet is fairly easy and you're pretty unlikely to need to dodge more than one, that makes a big impact. (Unless of course you've got the ability to see and react to the bullets themselves, in that case have fun.)
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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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06-09-2021, 01:20 PM | #36 | |
Join Date: Jun 2013
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Re: Verification re: Move and Attack
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GURPS Overhaul |
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06-10-2021, 05:12 PM | #37 | |
Join Date: Aug 2018
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Re: Verification re: Move and Attack
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I would think it could perhaps work instead like "target the hex" but if you succeed then there's just a random chance (unaffected by your skill or distance, only affected by Size Modifier of occupant within hex) of hitting what's in that hex, similar to the Bombardment limitation taken on Innate Attacks w/ Area Effect. |
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