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Post by gaptooth on Nov 11, 2021 22:57:05 GMT -5
I was reading over the rules for using firearms in combat and it seems complicated. Some situations call for multiple Saving Rolls, followed by division, rolling more dice to find out how many rounds hit, then, at last, rolling more dice for damage.
Does it get easier? Do you find yourself applying all these procedures in practice? Do you simplify it?
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darrght
4th Level Troll
Wow, I'm a 4th Level Troll!
Posts: 357
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Post by darrght on Nov 12, 2021 2:33:51 GMT -5
I was reading over the rules for using firearms in combat and it seems complicated. Some situations call for multiple Saving Rolls, followed by division, rolling more dice to find out how many rounds hit, then, at last, rolling more dice for damage. Does it get easier? Do you find yourself applying all these procedures in practice? Do you simplify it?  Ha, ha, ha gaptooth . It is complex. I've only used the MSPE rule set once but I quickly decided against using this and just 'winged it' when the need arose.
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Post by gaptooth on Nov 12, 2021 10:26:23 GMT -5
Thanks! I was afraid I was overlooking something when I stepped through the process mentally.
One "solution" that occurred to me is that, since the scenario I'm gearing up for is Sci-Fi, it could be that the futuristic guns simply work differently.
But after reading your message, an alternative occurs to me. I haven't worked out the numbers yet, but I could do something like this:
1) Taking several shots at the same enemy during one Missile Round doesn't count as multiple attacks. You just make one DEX Saving Roll, but the SR level is lower—there's a better chance that one of the shots will hit. If you make the lower-level Saving Roll, then you deal the weapon's normal damage.
2) And if you empty your clip, you lower the Saving Roll level AND deal additional dice of damage on a hit.
The exact amount of lowering the SR level, and the exact number of bonus dice are both up in the air at this point. I'll have to give it further thought.
"Winging it" sounds like a solid option too!
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order99
7th Level Troll

Coffee-fueled Carrion That Walks Like a Man
Posts: 1,000
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Post by order99 on Nov 13, 2021 3:07:56 GMT -5
A House Rule that i've used for years regarding Auto-fire: 1) Burst Fire-lowers the SR of the shot by one Level (or Target -5 if using the charts). This takes 1D6+1 Ammo, but PCs with the relevant Skill can reduce the Ammo cost by the Skill/2,round down (Machine Pistol 6=-3 to Ammo Cost in addition to the bonus to aim/skill)). This is a measure of trigger discipline. Roll damage as normal-but if another target is within 5 feet of the primary target the PC can 'assign' some of the Damage Dice to the other target (limit one other). 2) Spray and Pray-take the SR or Target Number of the most difficult target you are aiming at. Roll 4D6+5 for Ammo cost, modifying down for the relevant Skill. If the target is hit, roll Damage as usual (and add your Skill to the Damage Total in this mode)-but any targets within 10 feet of the primary target may be assigned Damage Dice from the Total as well. Full Auto tends to be very uncontrolled and indiscriminate... 3) PCs (and named NPCs if the GM feels like it) get LK or DX SRs to mitigate the damage if using the Action Movie Hero genre. 
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Post by gaptooth on Nov 13, 2021 19:32:22 GMT -5
Love it, order99—thank you! This is very much along the same lines I was thinking, only it reflects deeper familiarity and more at-home integrity with the rest of the game. I especially love the naming: "Burst Fire", "Spray and Pray".
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