Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-31-2014, 11:57 AM   #41
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: Rocket Artillery (TL 4)

Quote:
Originally Posted by sir_pudding View Post
The Scatter rules are very generous to long range explosive weapons, even misses by 10+ are usually going to saturate the area with explosions and shrapnel.
Good point. A first step in fixing that would be to use the Speed / Range table to determine the distance of a miss, rather than MoF = yards. I'd use MoF -2 and round down, so a miss by 1, 2 or 3 still lands at 1, 2 or 3 yards, but beyond that the distance off will rise logarithmically. A miss by 10 will land 50 yards away, dealing 1/150 of the explosive damage, and fragment damage on a roll of 7-.
vierasmarius is offline   Reply With Quote
Old 07-31-2014, 12:02 PM   #42
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Rocket Artillery (TL 4)

Quote:
Originally Posted by vierasmarius View Post
Good point. A first step in fixing that would be to use the Speed / Range table to determine the distance of a miss, rather than MoF = yards. I'd use MoF -2 and round down, so a miss by 1, 2 or 3 still lands at 1, 2 or 3 yards, but beyond that the distance off will rise logarithmically.
Something like that, yes. I think it should only even kick in when the range is significant in the first place (50+ yards?) and there's probably some clever math to do along the lines of Doug's conversion of Minute of Angle to GURPS Acc.
Quote:
A miss by 10 will land 50 yards away, dealing 1/150 of the explosive damage, and fragment damage on a roll of 7-.
This only even matters if the explosion does 25d [10d] or more.
sir_pudding is offline   Reply With Quote
Old 07-31-2014, 12:06 PM   #43
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: Rocket Artillery (TL 4)

Quote:
Originally Posted by sir_pudding View Post
Something like that, yes. I think it should only even kick in when the range is significant in the first place (50+ yards?) and there's probably some clever math to do along the lines of Doug's conversion of Minute of Angle to GURPS Acc.
Right, otherwise you end up with 10 yard grenade tosses ending up 40 yards in the opposite direction. =P
vierasmarius is offline   Reply With Quote
Old 07-31-2014, 12:08 PM   #44
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Rocket Artillery (TL 4)

Quote:
Originally Posted by vierasmarius View Post
Right, otherwise you end up with 10 yard grenade tosses ending up 40 yards in the opposite direction. =P
Also the best way to expand the rules is to create a case where the Basic Set rules still apply as written, as much as possible, IMO.
sir_pudding is offline   Reply With Quote
Reply

Tags
rate of fire, rockets, wild swing

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:12 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2021, vBulletin Solutions, Inc.