06-06-2019, 11:27 AM | #21 |
Join Date: Jun 2013
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Re: GURPS Shotguns Weaker at Close Range?
RAW, you'd just roll each of the 9 hits and apply them against DR separately. I could see cause to speed things up by just rolling once and having that roll apply to every single one of the 9 hits, but that does open the door to the possibility of outlier events (for example, you have a ~26% chance of rolling an 8 or lower and doing no damage at all). I could also see cause with 4 or more hits to roll, say, 3 of them, then have the others either be simply 3.5/die or an average of the first three results.
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06-06-2019, 12:03 PM | #22 |
Join Date: Sep 2018
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Re: GURPS Shotguns Weaker at Close Range?
The dodge also makes a bit of sense when you look at the spreading of those pellets. At 3 yards you're avoiding a blast with only an inch or two of diameter at 20 yards you're avoiding a blast the size of a pie plate.
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06-06-2019, 01:33 PM | #23 | |
Join Date: Aug 2004
Location: Missoula
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Re: GURPS Shotguns Weaker at Close Range?
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Thanks!
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06-06-2019, 02:22 PM | #24 | |
Join Date: Jul 2008
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Re: GURPS Shotguns Weaker at Close Range?
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Though a tree statted with enough DR to stop low-powered pistol bullets (pretty much the same as buckshot) from penetrating at all seems a bit off regardless.
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06-06-2019, 03:47 PM | #25 |
Join Date: Feb 2016
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Re: GURPS Shotguns Weaker at Close Range?
Since the OP scenario does not exist in GURPS (1/2 D range for shotguns using shot is 50 yards, so 10% is 5 yards). At the 3 yard scenario, P effectively fires three 4d+4 pi (0.25) at S rather than 3×9 1d+1 pi pellets, so P's effectively skill is 19 (+0 for RoF 3, -1 for 3 yard range). Now P will probably hit with all three shots, but he really should be going for head shots with a 19 to hit.
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06-06-2019, 06:58 PM | #26 | |
Join Date: Aug 2018
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Re: GURPS Shotguns Weaker at Close Range?
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06-06-2019, 07:52 PM | #27 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS Shotguns Weaker at Close Range?
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I do, as a house rule, specify that the minimum damage an injury can cause is equal the blunt trauma it would cause if it had done damage exactly equal to any effective DR.
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06-06-2019, 08:00 PM | #28 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS Shotguns Weaker at Close Range?
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06-07-2019, 05:29 AM | #29 | |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS Shotguns Weaker at Close Range?
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cheers TD
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06-07-2019, 05:38 AM | #30 | |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS Shotguns Weaker at Close Range?
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To get more detailed I'd have to start thinking about tree botany and how Unliving, DR, IT*, homogeneous all might apply to it, and I hated botany ;-0 (is there a plant body meta trait anywhere?) *or whatever the advantage that's version of resistance where you apply a divisor to damage (think it's in powers)?
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 06-07-2019 at 08:56 AM. |
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multiple projectiles, rapid fire |
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