### Post by castiglione on Dec 13, 2008 18:57:59 GMT -5

I love MSPE but IMHO one of its weaknesses are its rules for automatic weapons, specifically, the rules that apply for firing off an entire magazine in one long burst.

My rationale for this dislike is the following:

1) It makes firing an entire magazine an automatic weapon almost a never-miss proposition. This IS murderous, for both PC's and NPC's alike, especially considering the amount of damage ONE bullet often does in the game.

2) The rules state that the number of rounds that hit is basically determined by taking the number rounds fired, dividing by six (rounding down) and rolling that many d6. This provides a normal distribution of rounds on target which adds to the murderous effect of automatic weapons since the average median number of rounds on target is basically half the magazine capacity NO MATTER WHAT THE RANGE...this is ridiculous since as many rounds are likely to land on target at close range compared to long range.

3) The rules are unrealistic. Now, this is a minor point because MSPE is not meant to be realistic, but coupled with 1) and 2), it becomes a not so minor point because by making the rules more realistic, 1) and 2) can be addressed.

In reality, firing off a long burst of automatic weapons fire is something that is not often done by trained individuals because the cumulative effect of recoil results in most of the rounds being off target, i.e. most of the rounds are wasted. However, it is something that untrained individuals do because it's practically the only way they can hit something (it stands to reason that the more projectiles you send on their merry way, the more chance of at least one of them hitting...however the extent to which this happens in the default MSPE automatic rules is ridiculous).

So...we need rules that increases the chance of getting a hit when you fire off a long burst BUT takes into effect the deleterious effect of recoil AND results in a distribution of number of hits that is more weighted towards the low numbers rather than the high numbers.

I propose the following.

Take the number of rounds fired.

DIVIDE this number by the dice of damage each round does x 2. I.e. If you're firing off 30 rounds from a 3 mm P SMG (normally 3d6 of damage in MSPE), you would divide 30 by 6 = 5. Round down if there are remainders. So if you're firing off a 30 round magazine from an M-16, you would divide 30 by 8 = 3. An AK-47 would be 30 by 12 = 2. Now, you don't have to fire off the entire magazine but the minimum number of rounds fired should be more than the number of rounds fired in a "short burst", i.e. four rounds. If you're firing a burst of three rounds, just use the regular rules for short bursts.

Subtract this number from the to-hit number. Roll to hit as usual BUT the number of rounds that hit is the difference between the number needed AND the number rolled; if a hit is scored, a minimum of one round hits. So if a 10 is needed to hit and an 11 is rolled, one round hits. Of course, the maximum number of rounds that can hit is the number of rounds fired.

Some examples. Untrained mook fires an entire magazine (30 rounds) from an AK-47. 30 / (6 x 2) = 2. Mook has DEX 11 and is firing at a target at close range. Both shooter and target are under cover, shooting at each other. Mook has no skills. Normally, the mook would have to roll 19+ on 2d6 (DARO) to hit. In other words, firing normally, the mook would have a difficult time hitting anything man-sized. Firing off the entire magazine, it's now a 17+ on 2d6 (DARO) to hit. Still not great, but every little bit helps, especially for to hit numbers this high; if the mook rolls 5,5 on the first roll, they would need 9+ on the next roll to hit whereas if they fired off the entire magazine, a 7+ would result in hits.

Now, say the mook is firing the entire magazine from an UZI at a target at point-blank range. Shooter is standing, target is dodging. Under normal conditions, the shooter would need to roll 9+ on 2d6 (DARO) to hit. Firing off the entire magazine confers upon the shooter a bonus of +5 to hit. The minimum number needed to roll to hit is 5 so a 5 and 6 results in one bullet hitting, 7 = 2 hits, 8 = 3 hits, etc. On average, the shooter will score around three hits. To do so, he had to fire off 30 rounds. If his target somehow survives (or if the target has friends), the shooter is now in trouble as he now has to reload. Note that with the default automatic weapons rules, the shooter would've hit on a roll of 5+ (DARO) and THEN would roll 5d6 to determine how many rounds hit (average number of rounds hitting = 16) which is simply ridiculous. If the shooter were walking, the to hit number for a single shot is now 14+ but for firing off the whole magazine, he now needs to roll 9+ to hit, which makes a substantial difference. If the mook were not a mook and was trained (say SMG 2), the to hit rolls would now be 13+ and 7+.

These rules may need to be tweaked a bit but they do address certain issues that arise due to the automatic weapons rule.

My rationale for this dislike is the following:

1) It makes firing an entire magazine an automatic weapon almost a never-miss proposition. This IS murderous, for both PC's and NPC's alike, especially considering the amount of damage ONE bullet often does in the game.

2) The rules state that the number of rounds that hit is basically determined by taking the number rounds fired, dividing by six (rounding down) and rolling that many d6. This provides a normal distribution of rounds on target which adds to the murderous effect of automatic weapons since the average median number of rounds on target is basically half the magazine capacity NO MATTER WHAT THE RANGE...this is ridiculous since as many rounds are likely to land on target at close range compared to long range.

3) The rules are unrealistic. Now, this is a minor point because MSPE is not meant to be realistic, but coupled with 1) and 2), it becomes a not so minor point because by making the rules more realistic, 1) and 2) can be addressed.

In reality, firing off a long burst of automatic weapons fire is something that is not often done by trained individuals because the cumulative effect of recoil results in most of the rounds being off target, i.e. most of the rounds are wasted. However, it is something that untrained individuals do because it's practically the only way they can hit something (it stands to reason that the more projectiles you send on their merry way, the more chance of at least one of them hitting...however the extent to which this happens in the default MSPE automatic rules is ridiculous).

So...we need rules that increases the chance of getting a hit when you fire off a long burst BUT takes into effect the deleterious effect of recoil AND results in a distribution of number of hits that is more weighted towards the low numbers rather than the high numbers.

I propose the following.

Take the number of rounds fired.

DIVIDE this number by the dice of damage each round does x 2. I.e. If you're firing off 30 rounds from a 3 mm P SMG (normally 3d6 of damage in MSPE), you would divide 30 by 6 = 5. Round down if there are remainders. So if you're firing off a 30 round magazine from an M-16, you would divide 30 by 8 = 3. An AK-47 would be 30 by 12 = 2. Now, you don't have to fire off the entire magazine but the minimum number of rounds fired should be more than the number of rounds fired in a "short burst", i.e. four rounds. If you're firing a burst of three rounds, just use the regular rules for short bursts.

Subtract this number from the to-hit number. Roll to hit as usual BUT the number of rounds that hit is the difference between the number needed AND the number rolled; if a hit is scored, a minimum of one round hits. So if a 10 is needed to hit and an 11 is rolled, one round hits. Of course, the maximum number of rounds that can hit is the number of rounds fired.

Some examples. Untrained mook fires an entire magazine (30 rounds) from an AK-47. 30 / (6 x 2) = 2. Mook has DEX 11 and is firing at a target at close range. Both shooter and target are under cover, shooting at each other. Mook has no skills. Normally, the mook would have to roll 19+ on 2d6 (DARO) to hit. In other words, firing normally, the mook would have a difficult time hitting anything man-sized. Firing off the entire magazine, it's now a 17+ on 2d6 (DARO) to hit. Still not great, but every little bit helps, especially for to hit numbers this high; if the mook rolls 5,5 on the first roll, they would need 9+ on the next roll to hit whereas if they fired off the entire magazine, a 7+ would result in hits.

Now, say the mook is firing the entire magazine from an UZI at a target at point-blank range. Shooter is standing, target is dodging. Under normal conditions, the shooter would need to roll 9+ on 2d6 (DARO) to hit. Firing off the entire magazine confers upon the shooter a bonus of +5 to hit. The minimum number needed to roll to hit is 5 so a 5 and 6 results in one bullet hitting, 7 = 2 hits, 8 = 3 hits, etc. On average, the shooter will score around three hits. To do so, he had to fire off 30 rounds. If his target somehow survives (or if the target has friends), the shooter is now in trouble as he now has to reload. Note that with the default automatic weapons rules, the shooter would've hit on a roll of 5+ (DARO) and THEN would roll 5d6 to determine how many rounds hit (average number of rounds hitting = 16) which is simply ridiculous. If the shooter were walking, the to hit number for a single shot is now 14+ but for firing off the whole magazine, he now needs to roll 9+ to hit, which makes a substantial difference. If the mook were not a mook and was trained (say SMG 2), the to hit rolls would now be 13+ and 7+.

These rules may need to be tweaked a bit but they do address certain issues that arise due to the automatic weapons rule.