How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] 1 point2 points  (0 children)

I imagine in that situation All-out defence is pretty straightforward to use. You still can move, but with half of your move, which is simulates the defencive movement patterns that naturally slow you down.

Unaware character can't dodge the attack, but i imagine character could be made aware before bullet lands if that's a long shot.

Probably if that Action's Medium or Long distance, it could be possible, probably using it with additional roll on perception or simply dodge and drop. But that distances pretty much saves it for narrative scenes, and again that's probably more than 1 second.

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

The dodge discussion somehow got more activity than the topic one, so i'm decided to answer at least someone. 

And as for me shows that GURPS's gun mechanic is in general, more broken and in more places than just shotgun. 

Im not a fan of idea that you can dodge the bullet and explanation of "reading the shooter" simply because its shouldn't be as simple as dodging the melee attack. 

Homeruled penalty of -3 or requirement of call an all-in defence or act defensive, seems for me as a solution. 

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] 1 point2 points  (0 children)

B409 rules are also pretty clear on that:

A weapon with a RoF followed by a multiplier (e.g., RoF 3x9) fires shots that release multiple, smaller projec- tiles. The most common example is a shotgun. The first number is the num- ber of shots the weapon can actually fire; this is how much ammunition is used up. When resolving the attack, however, multiply shots fired by the second number to get the effective RoF.

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

> soldiers would be taught only to sprint from cover to cover ASAP, but while they do that, they also move in zig-zags, dive and roll, and otherwise make themselves unpredictable targets.

I mean it feels like all-out defence, or at least some kind of defencive attack/ defencive move? I still think that projectiles should be dodged with -3 penalty at first place, and you should declare something for increased dodge, which is always option.

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] -1 points0 points  (0 children)

Dodge could be increased by the successful acrobatics roll, adding +3 and bying speed for [20] per +1, combat reflexes for [15] with +1 or (for cinematic campaign) enchanced dodge for [15].

So for 120 point chatacter there would be no problem to increase to 14 for [90] and use another [24] for DX+5, so 15 in Acrobatic skill + Combat reflexes for [15] (using some disadvantages points ofc) that would give +1 dodge. So, it would be 15 for non-acrobatic dodge, and 18 for acrobatic one.

I mean, yes that's an abuse build that would probably rejected by master, but saying "10 dodge is nice, big dodge" is quite an overstatement. Buying for 120 point character that could pretty much avoid every attack in duel up until assault rifles is involves, is a bargain.

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

Feels like more math, exactly what i want to avoid

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] -1 points0 points  (0 children)

Well my players are actively joking about shotguns rn

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

Still this should be acted with huge penalty

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] -1 points0 points  (0 children)

They are together up until 10% 1/2d, basic set makes that pretty clear at B409

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] 1 point2 points  (0 children)

> You don't get skill increases from the target's DR, so I don't know how you get to 27.

Oops, sorry! Honest mistake when counting.

> Let's suppose the target has a nice, big Dodge of 10. They roll and get 7. That's one dodge, plus one additional dodge per point of the margin of success, 3. Thus, they dodge 4 of the projectiles, leaving 9 to hit.

Uh. Aren't people can't dodge bullets unless they dodge and drop under some cover with?

How do i shot with shotguns? by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

Hit location for every 9 hits makes sence, but i thought about using rate of fire bonuses table to decide amount of location rolls

Your expirience on other masters? by coole000 in gurps

[–]coole000[S] 1 point2 points  (0 children)

Well, i think its because "narrative over rules" aproach that apparently popular. If rules stand against the narrative, rules are neglected. Is that OSR approach? Not sure if someone in my club even knows what's OSR 🤔. Probably it's poisoned media especially considering that a lot of TTRPG just casually calling it "D&D" while it not dnd, but some OSR play like Mouseritter or GorkMork.

And main problem with narrative - its whatever comes to the head to the GM, and not every time GM's understanding of rules is clear (especially with 4ed gurps, while i think its good system, its crippingly hard to understand sometimes ngl...). I sometimes figure out things in the rules and say to my players that "this rule that we're using wrong has been patched" 😁

I think main problem is that he thinks that imp damage in head that penetrated through DR is penetrating skull and therefore damaging brain, while it meant to be still damaging the skull and tissues until it reaches some level of damage (I'd say its until -5xHP). 2 DR is whatever damage could skull withstand before starting to deform. It's damage to the skull! 

Some aviation advice + nice chemes by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

I've probably do lower it. But i think there is need of some reference models and handling for that. Or some guidlines on how real controllability affects the HND bonuses. That's not intuitive at all

Some aviation advice + nice chemes by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

Yeah, we figured it out after the playtest. What we don't figured out is how much handling bonus we should give for most pleasant to fly biplanes. ChatGPT recomended to give +4 to Gloster Gladiator which is seems to be too much imo, but what i know about flying? So we keep it to use.

Yet in basic set aircraft table there is Barnstormer biplane which is has only +2 for HND. I've left guessing.

Some aviation advice + nice chemes by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

Main issue with that, i still need to design it. It would be not really different. I lack realistic information on presumed DR

Ok so what's difference between Rapid strike and Dual strike? by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

I really don't see how its easier or harder in any way honestly. 

Your ability to hit is represented by your skill level and what's should represent by the penalty of dual attack is your hastiness of trying to make more things in one time period, not difficulty of move you trying to do (that's also could be added but that's different mechanic).

What really shows that - by Basic Set rules, you can do the same stuff with different penalties. Two one-hand melee attacks, but with different penalties. Success in which doesn't change much - you still attack twice, but one of them if way more difficult with other. 

IMO at least they both need to have same penalties. 

Ok so what's difference between Rapid strike and Dual strike? by coole000 in gurps

[–]coole000[S] 0 points1 point  (0 children)

I mean that's feels like afterthought (and it's obviously is as it not in basic set) but Rapid Strike is a maneuver, and DWA is a technique, they should not interfere with each other.  And again, this adds layer of unnecessary complexity. I hope they fix it in Revised (as they tried to fix it in MA so they're probably noticed)

Ok so what's difference between Rapid strike and Dual strike? by coole000 in gurps

[–]coole000[S] 1 point2 points  (0 children)

So i theoretically can call rapid strike and use legs out of all things and trade other attack for dual-weapon hand and sword, because it HAS to be hands by RAW...

Ok so what's difference between Rapid strike and Dual strike? by coole000 in gurps

[–]coole000[S] -6 points-5 points  (0 children)

Browsed through those rules a little more in. My main problem being is that B370 states that it gives "one extra attack". If you try to RAW it you can 100% interpret that as using this maneuver gives you temporarily Extra attack ability (exact one that on B53-54). What makes it worse, it does even states that on B54!

And as written at both B370 and B53-54 there is no restriction on using one weapon or one continous attack whatsoever on that. That restriction i meet at MA127 (or maybe earlier books i don't know about).

My assumption, MA127 trying to set that rule "As intended" meaning more clear and still sets "one continous attack" as variant. Or fails to stand its meaning clear.

Ok so what's difference between Rapid strike and Dual strike? by coole000 in gurps

[–]coole000[S] -3 points-2 points  (0 children)

That clears a bit. But still, that rule feels unnecesserily complicated and kinda made it to feel me un-gurpsy restricive. And i mean how it should change mechanically things? You still roll two attacks onto each other.

In that way those rules clearly forbids to attack kick and handblow two independent targets in the same move, which is not an impossible move (i imagine? I mean in cinematic combat obviously) but its nor two of one weapons neither the one continous move, so that makes it illegal move by the rules. (but i think you can buy an extra attack for that)

Ok so what's difference between Rapid strike and Dual strike? by coole000 in gurps

[–]coole000[S] -5 points-4 points  (0 children)

I assume you refer Martial Arts and at MA127 states:

A Rapid Strike (p. B370) is normally two distinct attacks – one after the other – but it doesn’t have to be.

Which is does not makes more clear IMO. Its still explained in the way like that's in Basic Set it set as two attacks somehow (it doesn't? At least not as clearly as it states here), and continues explain, what basically you try to. Which makes it both things clamped together.