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garhkal Sovereign Protector
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Joined: 17 Jul 2005 Posts: 14292 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Aug 26, 2010 5:44 am Post subject: |
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Range imo would be more than sufficient with a 5-50/150/450 bracket. Still makes it a sniper rifle. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)
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Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Aug 27, 2010 4:07 pm Post subject: |
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The thing looks huge. What if theres something about it being bulky and heavy, like it takes extra Stamina or Strength to carry around? Would that help? _________________ Blasted rules. Why can't they just be perfect? |
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ZzaphodD Rear Admiral
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Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Aug 27, 2010 5:07 pm Post subject: |
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jmanski wrote: | The thing looks huge. What if theres something about it being bulky and heavy, like it takes extra Stamina or Strength to carry around? Would that help? |
More like long and bulky.
I require a 4D Lifting to use a Light Repeater without firing support, perhaps a 3D for this (a bit smaller) rifle?
BTW, I havent seen any RPG that handles the advantage of smaller and shorter guns when fighting in small areas. Why then would you have a carbine or 'smg' instead of a rifle or light repeater? _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Bren Vice Admiral
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Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Aug 27, 2010 5:40 pm Post subject: |
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ZzaphodD wrote:
Quote: | BTW, I havent seen any RPG that handles the advantage of smaller and shorter guns when fighting in small areas. Why then would you have a carbine or 'smg' instead of a rifle or light repeater? |
Good point.
I think, on one of the threads someone suggested dodge at close range would be easier than at long range since the arc to move the weapon is much larger to adjust for a doge at short rather than long range.
Tunnel rats in Vietnam carried pistols rather than rifles due to the close quarters. Similarly in some WWI trench storming parties they carried pistols (though that may also be due to slower fire rate of a bolt action vs. a pistol) and sharpened entrenching tools.
I think the Hero game system adjusts speed or initiative based on weapon length/mass. That may give an advantage to shorter/smaller weapons. I can't recall the details and my rules are on another continent right now.  |
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Ankhanu Vice Admiral
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Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Sat Aug 28, 2010 11:35 am Post subject: |
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ZzaphodD wrote: | BTW, I havent seen any RPG that handles the advantage of smaller and shorter guns when fighting in small areas. Why then would you have a carbine or 'smg' instead of a rifle or light repeater? |
It's not explicitly stated, but a GM has full faculty over applying modifiers to rolls based on circumstances. Using a long gun in a tight space could certainly add a +5 or more to difficulties to attack if the GM thought it appropriate... The loose rule format that WEG uses can quite easily handle such mechanics without the need for a bulky rule system that explicitly covers every and any contingency. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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jmanski Arbiter-General (Moderator)
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Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Aug 28, 2010 1:27 pm Post subject: |
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I've been thinking about that myself, since we do a fair bit of CQB. That sounds like a good easy solution: add difficulty for anything longer than a pistol. Hhhhmmmm.......  _________________ Blasted rules. Why can't they just be perfect? |
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garhkal Sovereign Protector
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Joined: 17 Jul 2005 Posts: 14292 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Aug 29, 2010 12:14 am Post subject: |
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One of the gms i have played under, does just that. CQB (which is to him 10m or closer, adds +10 to the dodge for avoiding shots from rifles and +5 for carbines. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)
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Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sun Aug 29, 2010 12:33 pm Post subject: |
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garhkal wrote: | One of the gms i have played under, does just that. CQB (which is to him 10m or closer, adds +10 to the dodge for avoiding shots from rifles and +5 for carbines. |
Only to dodge, and not to hit? _________________ Blasted rules. Why can't they just be perfect? |
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Esoomian High Admiral
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Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Sun Aug 29, 2010 1:33 pm Post subject: |
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jmanski wrote: | Only to dodge, and not to hit? |
Sure, if the target is unaware and just standing there then it wouldn't make any difference if you're shooting them with a rifle or a pistol. It's when they're trying to avoid being hit that it's an issue at that range. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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ZzaphodD Rear Admiral
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Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Aug 29, 2010 2:38 pm Post subject: |
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Not sure I like the bonus to dodge, but I understand what you want to represent. I was thinking a bonus to initiative (or lack of penalty) in close cramped spaces. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Ankhanu Vice Admiral
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Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Sun Aug 29, 2010 2:50 pm Post subject: |
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If you're manoeuvreing in close quarters, it makes sense to penalize the person trying to swing around the big weapon more than the person trying to dodge it. Hence, higher attack difficulty.
Penalizing initiative doesn't make sense, the person's wits are just as fast, they're just hampered in the speed their body can move. They can still react to an attack or situation as normal (ie. a dodge or quick witted comment that could quell the situation rather than having a fight). Using a large weapon in close quarters is not related to initiative. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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ZzaphodD Rear Admiral
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Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Aug 29, 2010 2:57 pm Post subject: |
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Ankhanu wrote: | If you're manoeuvreing in close quarters, it makes sense to penalize the person trying to swing around the big weapon more than the person trying to dodge it. Hence, higher attack difficulty. |
As I said, I understand what your after, but think its a clumsy way of doing it. To begin with the dodging target should have as much difficulty dodging in the cramped space as the firer tracking him, hence it should even out.
Quote: |
Penalizing initiative doesn't make sense, the person's wits are just as fast, they're just hampered in the speed their body can move. They can still react to an attack or situation as normal (ie. a dodge or quick witted comment that could quell the situation rather than having a fight). Using a large weapon in close quarters is not related to initiative. |
Now you are thinking purely inside the box and assume that we are always pointing the guns in the right direction which is not the case here (if someone had the target in their sights, no initive penalty would be applied). The initiative penalty comes from the extra time it takes to swing a rifle around in a cramped space compared to for example a pistol. This could then differ somewhat depending on the situation (ie larger if the target is behind you in a narrow corridor). _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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jmanski Arbiter-General (Moderator)
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Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sun Aug 29, 2010 7:14 pm Post subject: |
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I could agree with Initiative because your gun should follow your eyeballs- and if your gun is moves slowly.... your eyeballs move slowly.
But I could also agree with adding to the shot difficulty as it takes more time to aim and shoot the weapon.
I'm torn. _________________ Blasted rules. Why can't they just be perfect? |
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ZzaphodD Rear Admiral
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Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Aug 29, 2010 7:27 pm Post subject: |
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jmanski wrote: | I could agree with Initiative because your gun should follow your eyeballs- and if your gun is moves slowly.... your eyeballs move slowly.
But I could also agree with adding to the shot difficulty as it takes more time to aim and shoot the weapon.
I'm torn. |
Making it harder to hit makes more sense than giving a bonus to dodge. But on the other hand, if it takes 'more time to aim' couldnt that be a initiative penalty too?
Theres really no easy or right/wrong way of doing this heh... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Ankhanu Vice Admiral
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Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Sun Aug 29, 2010 10:15 pm Post subject: |
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I might be thinking in the box... but it makes sense
Initiative has NO bearing on what you choose to do with your reaction speed, it's purely mental. You can have the wits about you to recognize that you're about to be flogged by a water bottle, but not have the physical speed to get out of the way... likewise, you might have the speed to get out of the way, but if you simply don't notice it, you're still gonna get hit.
In this case, you'd have the wits/mental faculty to quickly assess your enemy and the circumstances around you, but you may or may not have the physical speed due to awkward physical movements required to bring your large weapon to bear... ie. it's harder to get your shot off, though you're able to recognize what you need to do.
It's the same deal with having high initiative, but a low brawling skill, or starfighter piloting, or what have you... you can react quickly, but you might not be able to pull off what you try to do with that reaction. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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