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Old 03-24-2021, 09:32 AM   #1
Kesendeja
 
Join Date: Jul 2013
Default Aim as a skill check

My group has been playing around with the idea for awhile now, and with a new game getting ready to start I'm wanting to implement it.

Aim becomes a Per based combat check (with all the modifiers in place). Success normal bonuses apply
Critical success normal bonus +2.
Failure nothing happens,
Critical failure applies a penalty equal to what the normal benefit would be.

I vaguely remember a Pyramid article that covered this basic idea, but can't find it. I could be real, or a figment of my imagination, either way any comments or criticisms are welcome.
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Old 03-24-2021, 09:39 AM   #2
ravenfish
 
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Default Re: Aim as a skill check

Pyramid #77- Combat includes "On Target" (p.24), a set of rules for requiring a skill check to successfully aim at a given target.
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Old 03-24-2021, 10:00 AM   #3
DouglasCole
Doctor of GURPS Ballistics
 
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Join Date: Sep 2004
Location: Burnsville, MN
Default Re: Aim as a skill check

Quote:
Originally Posted by Kesendeja View Post
My group has been playing around with the idea for awhile now, and with a new game getting ready to start I'm wanting to implement it.

Aim becomes a Per based combat check (with all the modifiers in place). Success normal bonuses apply
Critical success normal bonus +2.
Failure nothing happens,
Critical failure applies a penalty equal to what the normal benefit would be.

I vaguely remember a Pyramid article that covered this basic idea, but can't find it. I could be real, or a figment of my imagination, either way any comments or criticisms are welcome.
Quote:
Originally Posted by ravenfish View Post
Pyramid #77- Combat includes "On Target" (p.24), a set of rules for requiring a skill check to successfully aim at a given target.
This is actually one of my favorites of all the articles I've written.

I use it in my games where there are modern weapons (and you'll see it again in Mission X), and I find it really changes up the "I aim, I shoot, I aim, I shoot" metronomic behavior and adds some proper unpredictability to firefights.

There are some differences - Aim is DX-based, not Per-based as one example. Success gives either Aim+2 or a random roll that centers on that same range, as a bonus for "it might take me a few seconds to get it." and also the Aim roll replaces the "aim for multiple seconds" concept.

Anyway, while I'm obviously biased I applaud the direction you're going here. I find it adds a lot to the game.
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Old 03-24-2021, 10:12 AM   #4
seycyrus
 
Join Date: Jul 2013
Default Re: Aim as a skill check

Holding one's aim with a high strength bow for an extended length of time should require some sort of check as well.
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Old 03-24-2021, 11:35 AM   #5
Gigermann
 
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Join Date: Jul 2009
Location: Oklahoma City
Default Re: Aim as a skill check

Quote:
Originally Posted by seycyrus View Post
Holding one's aim with a high strength bow for an extended length of time should require some sort of check as well.
That one's in Pyramid 3/33 "The Deadly Spring"
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Old 03-24-2021, 11:50 AM   #6
Polkageist
 
Join Date: Sep 2007
Default Re: Aim as a skill check

Also check out Precision Aiming in Gun Fu
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Old 03-24-2021, 12:01 PM   #7
johndallman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Aim as a skill check

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Originally Posted by Polkageist View Post
Also check out Precision Aiming in Gun Fu
Also in High-Tech and Tactical Shooting.
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Old 03-24-2021, 01:22 PM   #8
DouglasCole
Doctor of GURPS Ballistics
 
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Location: Burnsville, MN
Default Re: Aim as a skill check

Quote:
Originally Posted by seycyrus View Post
Holding one's aim with a high strength bow for an extended length of time should require some sort of check as well.
Quote:
Originally Posted by Gigermann View Post
That one's in Pyramid 3/33 "The Deadly Spring"
Realism says yes. The massive fun penalty that is already the difference between expectations of a game vs reality might also be a factor.
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