10-30-2016, 02:44 PM | #11 |
Join Date: May 2007
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Another option --
most following shots from a burst go up, as recoil tends to pull up the firearm's muzzle.
So you could have the first round (or whatever round the GM chooses) hit the desired locale -- then move the every following round "up" a certain amount depending on the range. I suppose you could be fairly arbitrary, as I'm not sure that there is any reliable information on this issue. So if the first hit is in the elbow, No. 2 is in the upper arm, 3 in the shoulder, the rest miss (on a standing person.) |
10-31-2016, 09:04 AM | #12 | |
Join Date: Dec 2006
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Re: Another option --
Quote:
I would think that even further specialized charts and tables from the more generic example of using the hit location as recoil would just add complexity without achieving satisfactory return on the complexity increase. Last edited by starslayer; 10-31-2016 at 06:34 PM. Reason: farming gun? |
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10-31-2016, 10:24 AM | #13 |
Join Date: Sep 2006
Location: Luxembourg
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Re: Multiple hits from one targeted attack.
There was a modern setting rpg, the name escape me right now, with dispersion transparents to layer on various target silhouette. Pick the silhouette with the right profile, select the transparent matching your weapon stats and range, center the transparent on the spot you were aiming, align it along the recoil axis, and various numbered area would get you the hits according to the dice roll. Too complex for my taste, but may be worth looking for ?
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10-31-2016, 10:38 AM | #14 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Another option --
It isn't the slide, or at least not primarily the slide. The axis of recoil in many firearms is above the point of contact with the hand/shoulder.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
10-31-2016, 01:13 PM | #15 | |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Multiple hits from one targeted attack.
Quote:
I think the first-shot-plus-area-fire is probably the best model, if there were a way to make that work without extra rolling—although one extra roll is still better than the 3e mechanic of splitting up autofire into 3-round groups and attacking with them separately. We kinda need some sort of "scalable" random hit-location system, that can be restricted to just the most sensible area of effect. If it existed, it would be applicable to more than just firearms (punching to a random upper-body location being an example).
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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10-31-2016, 02:00 PM | #16 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Multiple hits from one targeted attack.
Quote:
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10-31-2016, 02:05 PM | #17 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Multiple hits from one targeted attack.
Quote:
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10-31-2016, 02:09 PM | #18 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Multiple hits from one targeted attack.
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The point is that if one accepts static Rcl numbers for shooting far-away targets, one is bound by consistency to accept them for shooting eyes and vitals. And if one rejects the static numbers for eyes and vitals, one should logically also reject them for targeting far-away soldiers, spaceship engagements and so on. Alas, GURPS doesn't have a realistic-and-fast/easy/playable way of handling burst pattern sizes. |
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10-31-2016, 02:36 PM | #19 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Multiple hits from one targeted attack.
I wouldn't have a problem with having one of each that you can choose from based on the group/situation. We need Technical Autofire :P
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
11-01-2016, 09:41 AM | #20 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Multiple hits from one targeted attack.
So what do you (all) think would be the most technically correct handling of auto-fire and hit location, if playability was not a factor? Here's what I'm thinking (without serious reality-checking, at the moment):
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
Tags |
called shot, multiple hits, rapid fire, targeted attack |
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