05-20-2014, 09:09 AM | #31 | |
Join Date: Jan 2010
Location: Brighton
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Re: Survivable Guns Realism
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Going at 3x9 Rof is what +4 to hit and at Rcl1 you'll get more hits but you'll need a lot or a lucky hit to a vital. Sorry to pick out one thing, but I have a bad habit of writing long posts ;-) |
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05-20-2014, 09:40 AM | #32 | |||||
Join Date: Jun 2013
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Re: Survivable Guns Realism
The problem is that it's currently pretty much automatic, while in reality (and particularly in fiction) people can and have continued functioning. Some of the issue may well be the fact that GURPS uses automatic crippling thresholds. I've said it before, but crippling should typically allow an HT roll to avoid (success by 5+ avoids crippling, success is temporary, failure is lasting, critical failure is permanent, and really bad wounds impose a penalty to the check).
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Of course, halving damage doesn't really address this problem (I assume the blowthrough caps are still the same). Quote:
EDIT:+5, actually. A shot that would have just-hit with a slug (MoS 0) will instead hit with 6 pellets (MoS 5), which even with damaged halved is going to incapacitate an HP 12 person. Without damage halved, those 6 pellets - none of which have hit a vital location, mind you - have a decent chance of killing the target outright. Last edited by Varyon; 05-20-2014 at 09:47 AM. |
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05-20-2014, 09:49 AM | #33 | ||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Survivable Guns Realism
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05-20-2014, 10:05 AM | #34 | |||||||
Join Date: Jan 2010
Location: Brighton
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Re: Survivable Guns Realism
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Also it's not actually all that automatic Take the .45 against a ST10 Arm it need to roll a 6+ now that less than an average roll but its not an automatic roll (28% of it not happening) the 9mm is more a certainty though. Quote:
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If nothing else it will restrict auto crippling, but I like your HT roll idea as well Last edited by Tomsdad; 05-20-2014 at 02:39 PM. |
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05-20-2014, 10:22 AM | #35 | |
Join Date: Aug 2007
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Re: Survivable Guns Realism
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I know of a case where a SWAT guy died from a single hit from a .25 ACP. It went through the arm hole in his tac vest and dropped him in no more than a second. You need the Vitals hit and a decent damage roll just to get the possibility of a failed Consciousness Roll. Skull hits can be even worse for P- guns because of the Skull's DR2 (which probably shouldn't apply to anything but Cr damage type). I know P- hits to the brain are sometimes survivable but there are a lot of people who have been killed by them too. So no halving for small caliber guns. It really looks like it's only full power 7D rifles and maybe 5D carbines that see really excessive wounding and we have a modified blowthrough rule in HT to cover them.
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Fred Brackin |
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05-20-2014, 10:27 AM | #36 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Survivable Guns Realism
It is for rifle-class weapons. To cripple someone's arm with a bullet you basically need to either hit and break the bone, or you need to sever a nerve or tendon; most hits to muscle will only impair function. With a rifle that's should be around 1 in 3, since most rifles will shatter bone if they hit it, with a pistol it's less, since pistol rounds have a pretty fair chance to deflect off of bone.
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05-20-2014, 10:29 AM | #37 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Survivable Guns Realism
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Last edited by Crakkerjakk; 05-20-2014 at 10:33 AM. |
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05-20-2014, 10:32 AM | #38 |
Join Date: Aug 2007
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Re: Survivable Guns Realism
[QUOTE=Crakkerjakk;1764437, .22 LR have a history of bouncing off (well, ricocheting off of and then messily blowing out the back of the scalp) people's skulls.[/QUOTE]
_Sometimes_. They also have a history of killing people stone cold dead with a bullet to the brain sometimes.
__________________
Fred Brackin |
05-20-2014, 10:37 AM | #39 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Survivable Guns Realism
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Anyway, I'll admit that you start to lose some edge cases with this system with very small rounds with not much powder, but it's pretty rare that I see these used in my games. It fixes actual problems I've seen in my games for the vast majority of weapon types actually used, and it's still pretty close for the smaller weapons, so meh. Last edited by Crakkerjakk; 05-20-2014 at 10:48 AM. |
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05-20-2014, 10:44 AM | #40 | |
Join Date: Apr 2005
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Re: Survivable Guns Realism
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Though for more realistic results, we should probably have hits that fail to penetrate the skull instead count as face hits, so the person will still take 1-2 points of damage. |
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Tags |
combat, firearms, optional rules, pyramid #3/44, pyramid 3/44, survivable guns |
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