![]() |
![]() |
#21 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
|
![]()
__________________
Gaming Ballistic, LLC |
![]() |
![]() |
![]() |
#22 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
|
![]()
Thursday is GURPS-Day, and today I return to the roots of the blog and actually talk about ballistics. Are the numbers listed for 1/2D range in GURPS sensible?
__________________
Gaming Ballistic, LLC |
![]() |
![]() |
![]() |
#23 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
|
![]()
Bringing my total-issue review to a close with a review of Steven's Random Thought Table, plus the Odds and Ends page.
This issue rocked on toast. Every single article was well written and/or filled with good stuff. It had the first part of what could easily have been a full e23 supplement on the Modern Warfighter. It had everything you could have ever wanted to know about one of the most famous attack helicopters ever. It had a gun company (for use as a patron or supplier) and a historical example of a gun that didn't hit it's target marketing-wise, and could break your shoulder and set your ship on fire to boot. It contained a lot of detailed optional rules for those whose willing suspension of disbelief does not extend to dodging bullets. For the supernatural set, it listed some things to blow out of the muzzle that aren't jacketed lead or mild steel. To wrap it up, the editor points out that firearms are plot devices as much as they are instruments of destruction, and a wise GM will treat them as both. I'm biased towards such, but this was a great issue, and the title "Gunplay" doesn't really do justice to the breadth of material it covers. In fact, the only article that really dealt with actual gunplay is my own. The rest are equipment-based or plot-based, and more broadly useful than the issue's moniker might think!
__________________
Gaming Ballistic, LLC |
![]() |
![]() |
![]() |
#24 | |
Join Date: Jan 2010
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#25 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
|
![]()
Not sure I've thought that one through much, honestly. Right now it's 10% of 1/2D, right? That would make it something like 12 yards. At that range, I believe a shot pattern is 6-12" in diameter, which is less than one 00 pellet every 4x4" area, with 2.75" shot. So that seems not right to me, and perhaps a flat "only for a couple of yards" would make more sense.
__________________
Gaming Ballistic, LLC |
![]() |
![]() |
![]() |
#26 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
|
![]()
Observation gets a lot of confusion and hate on the boards due to some fluff text in the beginning. Still, what's going on with Perception and other perception-based skills? When should each be used?
__________________
Gaming Ballistic, LLC |
![]() |
![]() |
![]() |
#27 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
![]() Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Realm Management Latest TFT Book: The Sunken Library Become a Patron! |
|
![]() |
![]() |
![]() |
#28 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
|
![]()
This is the first actual play report for Trail of Cthulhu, using the GUMSHOE engine. The GM decided to run a prequel adventure to get us used to the system and introduce the characters to each other.
__________________
Gaming Ballistic, LLC Last edited by DouglasCole; 08-12-2013 at 07:12 AM. |
![]() |
![]() |
![]() |
#29 | |
Join Date: Jan 2006
Location: Ottawa, Canada
|
![]() Quote:
The best I can see is that, using a "professional" skill level of 12 for Stealth or Camouflage will, on average, result in a success by 2 and thus a -2 penalty to be noticed. With Vision +10, the typical roll for the average guy will be against 20. A -2 brings it to 18, to which you add range and/or darkness. Assuming normal daylight, to even brings the odds to even requires a -8 range, that's about 50 yards. Within 10 yards (-4), there's still a ~90% chance of being spotted. Basically, you'd never get close to a target with only skill 12 (or never be able to hide using camouflage) while within that range. I guess my question is... is that realistic? PS: Love your Gaming Ballistic articles. Great read, and gets me thinking over my own house rules. |
|
![]() |
![]() |
![]() |
#30 |
Join Date: Feb 2005
Location: Berkeley, CA
|
![]()
For sneaking up on someone who's looking your direction, in open terrain, it's probably optimistic. An awful lot of the point of stealth skill is picking routes that aren't in open view, and/or moving when they aren't looking.
|
![]() |
![]() |
![]() |
Tags |
blog, blogs, committed aim, dungeon grappling, modern firepower, pass limb |
Thread Tools | |
Display Modes | |
|
|