tag:blogger.com,1999:blog-737809845612070971.post7040791950003382981..comments2024-03-23T05:22:21.865-07:00Comments on Elfmaids & Octopi: BRP WTF My WayKonsumterrahttp://www.blogger.com/profile/18170560484656800416noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-737809845612070971.post-1184517372034533392016-01-14T04:46:56.668-08:002016-01-14T04:46:56.668-08:00reply belowreply belowKonsumterrahttps://www.blogger.com/profile/18170560484656800416noreply@blogger.comtag:blogger.com,1999:blog-737809845612070971.post-50459795247430429042016-01-14T04:46:24.054-08:002016-01-14T04:46:24.054-08:00i am a bit inspired by gurps but most of these rul...i am a bit inspired by gurps but most of these rules in use in pre gurps sources like diferent worlds magazine. Top secret had some similar ideas.<br /><br />My move formula very gurps and quite important in melee or running for cover - move score of 7.25m ignificantly better than 7. 1cm move in 1/72 scale minis and matchbox cars works well. <br /><br />i like slo mo combat feel of one second round - very tense - im over games slowing down guns<br /><br />i remember sniper combat games in 80s that took a few hours to play a few seconds of fire.<br /><br />I want people to be afraid to run from a burning car while being shot at<br /><br />i roll every shot or one second burst<br /><br />mostly effects big guns and efectivley slows them instead of the silly fire rates in games like cthulhu - a light pistol with a strong user using both hands can keep firing with o recoil penalties - makes big revolvers and lighter automatics popular - players duck for cover to remove recoil and reload rather than blaze away and never duck like in some games.<br /><br />I make bad guys make SAN checks keep cool to avoid diving for cover under burst fire - supressive value has made characters randomly spray in direction without aiming - enough bullets in a small area un-aimed at exposed target and i give victims a luck roll rather than a shooters hit roll<br /><br />i find when i shoot people or attack with a axe its all over in a few seconds mostly - skilled opponents who move under fire with cover or can melee take longer maybe 5 or even ten seconds<br /><br />move under fire with cover was pretty important step in evolution of gun combat - black powder has a different dynamic<br /><br />i liked running zulu dawn style orc rushes vs machine guns with similar rules in my dnd long stairs game - ammo runs out and foe gets into melee - terror sets in players panic or bayonet charge as no time to reload and a few out of a hundred orcs getting to hand to hand range is terrorfyingKonsumterrahttps://www.blogger.com/profile/18170560484656800416noreply@blogger.comtag:blogger.com,1999:blog-737809845612070971.post-86328616072002213152016-01-12T08:14:00.787-08:002016-01-12T08:14:00.787-08:00You still roll just once for bursts and check the ...You still roll just once for bursts and check the same roll against gradually more difficult target number? If I got it right, it works practically like GURPS but you kinda explained it backwards. The 1-second round with your formula for the movement rate is also pretty explicitly GURPS-influenced, amirite? I find it interesting you'd like the 1-second round better. That's the first thing I ditched in my GURPS-hack. I feel it makes combat run in slow-motion. Like playing a video game with 1 frame per second. I just wing the turn left, it being something in the 1-30 sec range depending on engagement distances - just so that people can move meaningful amounts of distance per turn. I still use the 1-second rates of fire as an abstraction - I just assume the target's don't present themself more than that. If one forgoes aiming and wants to spray and pray, then I'll allow them to empty their clip, no more. I'd like to hear your reasoning for the 1-sec round, that is :)Anonymoushttps://www.blogger.com/profile/05703471707399459451noreply@blogger.com