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File: 1455859722803.jpg (76.31 KB, 650x415, 130:83, 1444706157933.jpg)

 No.220006

Should autofire give a bonus to hit, or should it be multiple attacks at a penalty?

I'm thinking "autofire gives +1 or +2 to hit depending on the gun's ROF, but only at close range and against targets that dont have cover"

The alternative is "you get 3 or 4 attacks, each at a -3 to -4 penalty"

Which is better? I know most automatic fire is used for suppressive fire so i am trying to think of way to integrate that directly into the mechanic, rather than have a separate "suppressive fire" special attack like Savage Worlds and GURPS. Opinions?

Also thinking of having a .22 deal 1d6, a 9mm deal 1d8, a 5.56 deal 1d10, and a .308 deal 1d10+2. A .45 would deal 1d8+1, an AK-47 would deal 1d10+1, etc.. For reference, a two-handed sword in my system deals 1d8, a longsword 1d6, and an average human has 5 hit points.

 No.220009

File: 1455860602756.gif (545.42 KB, 429x212, 429:212, rambo.gif)

Maybe just double the effect of range modifier and double damage. It might look something like this:

>close range +2 to hit

>close range autofire +4 to hit, x2 damage

>long range -2 to hit

>long range autofire -4 to hit, x2 damage

>extreme range range -4 to hit

>extreme range autofire -8 to hit, x2 damage


 No.220031

>>220006

> i am trying to think of way to integrate that directly into the mechanic, rather than have a separate "suppressive fire" special attack

Just add a status "Pinned".

If the enemy moves through the autofire AoE, he gets damaged for each unit of distance he moves through the autofire AoE.

Like Overwatch in XCom games.


 No.220042

Star Wars Saga Edition resolves autofire as a small AoE, but your attack roll is made with a penalty. Thus it ends up being good against tightly grouped enemies, but worse against a single target. Doesn't do anything with suppresive fire though.


 No.220045

File: 1455883246997.jpg (726.75 KB, 1536x2048, 3:4, 1455481619490-0.jpg)

Well if I were you I'd probably create a new value for each automatic weapon/attack - intensity, which would indicate the chance of being hit while attempting to make a move or performing any other action that reveals you from behind the cover, like taking an aim, or just standing when behind flimsy cover or uncovered. Also I would probably create a rule for large enough groups of people with semi-auto being able to suppress targets too, with great enough firearms skill.

Then again this would probably be super autistic and a bit too convoluted.


 No.220087

>>220006

+ chance to hit and some sort of suppression mechanic based on round number/RoF.

And, of course, +1 damage for each additional margin of success.

Somewhat what I did in my brew, at least.

>>220045

>groups of people with semi-auto being able to suppress targets too

A single common soldier with a single semi-auto can suppress really well a single untrained target, considering.

Like, if you got two shots a second hitting your cover and cracking past your head, you can be pretty sure you're not going anywhere.

Now, bolt-actions… There you have something, and a group of brits with enfields might be necessary while the bren reloads.


 No.220116

>>220042

In SAGA, suppressing fire is basically just another application of Aid Another, which either grants 1 ally a +2 to attack that enemy or give 1 enemy a -2 to attack an ally.

In terms of laying down a wall of fire that keeps the enemy from moving (the more traditional meaning of suppressing fire), total concealment protects from all AoEs in SAGA. So enemies that aren't interested in eating Autofire AoE damage would have to spend their actions as such:

>Spend Swift action to raise up from crouch (change cover from full to half concealment)

>Spend Standard action to attack

>Trade Move action for Swift to drop back beneath cover (from half to full concealment)

So it'd still work in that manner, and even act as an efficient means of manipulating the action economy. It's just that I've never seen enemies in SAGA (or even most players, for that matter) react this way to Autofire. Most of the time, they just eat the damage and maintain half concealment.


 No.220119

File: 1455914206472.jpg (163.91 KB, 746x600, 373:300, I tinks we gots enuff dakk….jpg)

I know that it would fuck any semblance of game balance, but shouldn't autofire weapons be #bullets of damage, with a to-hit penalty based on kick? The whole point of autofire in the real world is to put as many bullets into your opponent as possible before he has a chance o fire back.


 No.220121

>>220119

>The whole point of autofire in the real world is to put as many bullets into your opponent as possible before he has a chance o fire back.

No, the whole point of autofire in the real world putting a lot of bullets (not the maximum possible amount, hence short, controlled bursts) into the general vicinity of your opponent so he is too fucking scared to even try and fire back.

The giggle switch is not particularly effective at being lethal, exception being close range range with smgs and point blank with everything else - and even then, you are pretty well served with semi auto.

Besides that niche, you're wasting ammo if your intention is killing, and using ammo if your intention is pinning.


 No.223489

>>220087

>Somewhat what I did in my brew, at least.

Can I see said brew?


 No.223495

>>220006

Multiple attacks at a disadvantage.

Mechanically unbalanced, maybe, but ultimately realistic.


 No.223520

>>223489

Didn't really write it in anglospeak yet.

Simple version, however is…

>d6 dice pool

>weapon gives number of d6 rolled ("handling" stat).

>number of successes = damage (shot placement and multiple hits go here)

So for single shots, you roll d6s, get number of successes. More successes = +damage.

Now, for multiple shots (including both semi-auto and Auto), you do the SAME thing, plus consider Recoil on the dice already rolled:

>Weapons have Recoil stat.

For every d6 ALREADY rolled, Recoil 1 (basically none) gives +1 success for every 1, 2, 3, 4, 5 or 6.

Recoil 2 gives +1 success for every 1, 2, 4, 6.

Recoil 3 gives +1 for 1, 3, 6

Recoil 4, +1 for 1, 4; 5 gives +1 for 1, 5; 6 gives +1 for 1, 6; 7 onwards gives +1 for 1 only.

>Maximum number of +successes from Recoil = number of shots fired.

>These successes are also "supression" - each success here equal +Difficulty for any action of the target besides hunkering down.

>Bipods, foregrips, resting etc. can lower a gun's recoil (thus, allowing more shots to hit).

But how many shots CAN I fire?

>Semi Auto allow Dex shots per action.

>Auto has RoF. RoF1 shoots 1d6 shots per action. RoF2 shoots 2d6. RoF3 shoots 3d6…

>As a plus, while Semi and RoF1 function as standard, RoF2 multiplies recoil successes by 2. RoF3, by 3. Note that this acts on both Damage and Supression.

And that's it. You NEVER get less chance to hit or less damage potential by shooting more. But you only get a marginal benefit (considering a normal roll in brew can get ~10 successes without autofire) in actual damage and/or to-hit per bullet fired - except if your recoil is well under control.

Supression however, is real useful to throw at and really bad to receive from the enemy.

And since you have no benefit at all from shooting less other than saving ammo, if you can, shoot away. The more, the better.


 No.223522

Mutants and Masterminds makes autofire weapons capable of the following

1: Against a single target if you beat their AC by 5 enough you do extra damage, but the extra damage doesn't count for bypassing minimum damage threshold defenses (if your attack roll is between the target's AC and their AC+4 you only do normal damage).

2: You can attack everything in an "arc" (depends on the weapon, but for guns it's a cone as large as you want), but unless you pay extra you have to attack everything (friendly fire, damage surroundings ect)

3: You can setup suppressive fire. This means allies get cover against any enemy you see, but an opponent can ignore it in exchange for taking an attack from you.

Covers just about everything you want to do with an automatic (aside from intimidate, but that's easily handled by giving a bonus to intimidate against things that would be intimidated by automatic fire)


 No.223555

>>220006

Multiple attacks, penalty to hit, scales down as target's size increases until it becomes a bonus at huge sizes.

Give all creatures -1s to things for every attack made against them this turn.


 No.223556

>>220006

Your damage values seem fairly reasonable, but I'm not the greatest expert.

How average are the player characters? Will they have 5 hp?




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