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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 911
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Posted: Tue Jun 12, 2018 8:42 pm Post subject: |
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Naaman wrote: | Honestly, I don't think it really matters unless, as a GM, you want to calculate where a blaster bolt goes and what/who it might hit down range if the shot misses.
In other words, is there an innocent person half a mile down the road, and the shooter missed the target 20m in front of him, but continues another 800m and hits the bystander?
Seems to me that a scenario like that or similar is the only reason one should care about the difference between max effective and absolute max range. |
I think the other reason it might matter is if you have a highly skilled shooter who might want to push the envelope.
Player: "This blaster has a listed maximum range of 130."
GM: "Your target is 145 away. You'll have to move closer."
Player: "Nope. I've got 8D specialization in Blaster Rifle...I'm going to take the shot. What's the difficulty?" |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Tue Jun 12, 2018 9:01 pm Post subject: |
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Yup. As an infantryman, that is something you understand, although, I speculate that the designers never thought about it at all, which was where I was going.
I think the simplest answer would be to say that a shot is lethal up to some percent (say, 50%) over its max range, so in your ecample, 195m would be the absolute max. Then the GM could add +2 (or whatever) for every 10m over the max effective. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jun 12, 2018 10:06 pm Post subject: |
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That’s my feeling, as well. I like the idea of skills and equipment that allow characters to push weapon ranges out further as their skill level increases. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jun 13, 2018 12:05 am Post subject: |
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Naaman wrote: | Yup. As an infantryman, that is something you understand, although, I speculate that the designers never thought about it at all, which was where I was going.
I think the simplest answer would be to say that a shot is lethal up to some percent (say, 50%) over its max range, so in your ecample, 195m would be the absolute max. Then the GM could add +2 (or whatever) for every 10m over the max effective. |
+2 diff/10 meters beyond max listed range sounds good. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jun 13, 2018 11:02 am Post subject: |
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Awfully limited, IMO, especially for longer ranged weapons. That's a +20 modifier to add an extra 100 meters range to a 250-meter max blaster rifle. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jun 13, 2018 12:24 pm Post subject: |
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So tier it.. Pistols +2/5 meters
Carbines +2/10 meters
Rifles +2/15 meters.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Wed Jun 13, 2018 3:57 pm Post subject: |
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garhkal wrote: | So tier it.. Pistols +2/5 meters
Carbines +2/10 meters
Rifles +2/15 meters.. |
Makes sense
Wrist Turbolaser battery +2/10km |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Wed Jun 13, 2018 4:34 pm Post subject: |
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CRMcNeill wrote: | Awfully limited, IMO, especially for longer ranged weapons. That's a +20 modifier to add an extra 100 meters range to a 250-meter max blaster rifle. |
Now it starts to get into what you consider max range to actually mean (the physics of it).
If it were me, I would keep the +2/10m and use something like an advanced skill (sniper) to push those limits beyond that.
Of course, I think the best solution is is to use house ruled weapons, since the designers seem not to have any real concept of military hardware beyond their own interpretation of Hollywood's portrayal. The 250m sniper rifle is possibly the best example. +20 sound fine to me for pushing a weapon 40% past its max effective range. |
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Wed Jun 13, 2018 4:46 pm Post subject: |
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How about adding to the range band.
Close 5m
Medium 15m
Long 30 m
The Blaster shoots at long range 30m
adding another range band - close is done with +2
adding range band - Medilum +4
adding another long (MAX) +8
Doubling the difficulty modifier.
35m +2
45m +4
60m +8 |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jun 14, 2018 10:38 am Post subject: |
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My thoughts...
(A) [Weapon Skill*] Marksman
Prerequisite: 5D in one Ranged Weapon Skill*
Description: This skill covers training with the behavioral characteristics of a specific type of weapon at very long ranges, enabling that character to attempt shots at targets outside of the weapon's normal effective range.
Game Use: The Marksman skill introduces a new range band beyond Long Range: Extreme Range, with a Difficulty of Heroic. To generate a maximum distance for Extreme Range, roll the Marksman skill against Easy Difficulty. On a success, maximum Extreme Range is equal to Long Range + 50%, plus an additional 50% for every 10 points by which the skill roll beats the base Difficulty. The Marksman roll to generate Extreme Range is considered a standard roll for MAP purposes.
*Marksman must be purchased and improved separately for each prerequisite skill: Blaster Marksman, Firearms Marksman, etc. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10447 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Thu Jun 14, 2018 6:26 pm Post subject: |
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I think Maximum range is the End. it is very hard to go beyond |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jun 15, 2018 6:20 am Post subject: |
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Mamatried wrote: | I think Maximum range is the End. it is very hard to go beyond |
Well, which is it? You can’t have both. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Fri Jun 15, 2018 8:50 am Post subject: |
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.....This is the end, my only friend.....the End. |
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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 911
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Posted: Sat Jun 16, 2018 1:30 pm Post subject: |
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Personally I like the D&D style range increment.
If I were going to redesign Star Wars weapons (again) I would list a base range for each weapon. Every multiple of that range would increase the difficulty.
ie Blaster pistol: 10m is a very easy shot. Every additional 10m increases the difficulty one level.
Blaster rifle: 50m is a very easy shot. Every additional 50m increases the difficulty one level
Basic Sniper scope: When added to a Blaster rifle, it reduces the final difficulty by 1 level, to a minimum of easy.
Advanced Sniper scope: When added to a Blaster rifle, it reduces the final difficulty by 2 levels, to a minimum of easy.
--Or something like that. |
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