11-06-2009, 08:43 PM | #251 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Examples of 4e Combat
Picture this:
A character on a bike, armed with a submachine gun versus a footbound character armed with an assault rifle/carbine. That could make for an interesting combat example. |
10-24-2011, 09:28 AM | #252 | ||
Join Date: Oct 2011
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Re: Examples of 4e Combat
I'm new to GURPS and was reading your combat examples. Thanks for creating them, they are very helpful!
But I'm a little confused on how scopes work. (B412) In your FAQ you write Quote:
Or does it mean you "set" the variable-power scope to a value at some point and then it behaves exactly like a fixed-power scope of that value? Say you have a variable scope of +5, but you set it at +3, so it behaves like a fixed-power scope of +3? I cannot see why it would work like this. From B412 I read it differently. The fixed-power scope works like your example: Quote:
Turn 1: Aim - get +6 for weapon Accuracy, +1 from scope (total +7) Turn 2: Aim - further +1 for Aiming, +1 for scope (total +9) Turn 3: Aim - further +1 for Aiming, +1 for scope (total +11) Turn 4: Aim - no further bonuses, total bonus is +11 So the result after 3 or more turns of aiming would be the same, but it you only aim for 1 or 2 turns the variable-power scope is better. And you don't need to set the variable-power scope in advance, just aim for as many turns as you like at get the bonus. |
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10-24-2011, 12:23 PM | #253 | |
Join Date: Aug 2004
Location: Los Angeles
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Re: Examples of 4e Combat
Quote:
You're not alone! :) Scopes are addressed in the Basic Set, High-Tech, Gun Fu, and Tactical Shooting - but in none of those books is there an official, turn-by-turn example. You'll need to decide for your own group which way to handle variable-power scopes. One interpretation is the one you posted, i.e., variable-power scopes provide a +1 bonus per turn of Aim, up to their max. This is of course perfectly playable, and many others share this view. The second interpretation is that variable-power scopes differ from fixed-power only in the fact that they can be adjusted. A +9 variable-power scope used at, say, +5 magnification is functionally equivalent to a +5 fixed-power scope (and so does not provide an incremental bonus). After much discussion, this was the interpretation I decided on as RAW (Rules As Written) for the examples, primarily for two reasons:
Again, welcome to GURPS, and to the forums. The community here is amazingly helpful, we're all happy to help with any questions at all so ask away!
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10-24-2011, 01:19 PM | #254 | ||
Join Date: Oct 2011
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Re: Examples of 4e Combat
Quote:
As many are confused, you might add a note in the FAQ (or a link to your post, you explained it quite well). Someone said in #84 that you need a ready maneuver to set the scope to a different value. Sounds like a good rule. Quote:
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10-24-2011, 01:26 PM | #255 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Examples of 4e Combat
Quote:
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10-25-2011, 07:05 AM | #256 | |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: Examples of 4e Combat
Quote:
I also think a scope should have a description on how long it takes to set it for the right distance. Some older German scopes even need special tools to adjust them and take alot of time to adjust them (for range en focus). |
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02-08-2012, 04:48 PM | #257 |
Join Date: Feb 2012
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Re: Examples of 4e Combat
In the close combat examples you have alot of use of the options from B357, but these should cost 1FP every time.
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02-09-2012, 12:49 PM | #258 | |
Join Date: Aug 2004
Location: Los Angeles
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Re: Examples of 4e Combat
Quote:
I gave the four Close Combat examples an admittedly quick look-over, I don't see any uses of extra effort that aren't prefaced with "Opts to spend X FP" ... do you remember any specific instances? ("Example 3, Turn 4", etc.)
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