MORE BULLETS!

Post/Author/DateTimePost
#1

kjakan

Jul 21, 2008 7:43:03
Most players are comfortable with the idea of a round of melee combat involving a series of feints and attacks allowing the player one or more effective attacks for which attack rolls are made.

However, when using firearms every attack is the pull of a trigger and expends a bullet. For a first level character that's one shot per six seconds!

This basic premise flawed in more ways than one. Obviously, it doesn't take a full minutes to empty a pistol. The biggest problem is that it gives players and GM's the impression that every shot should count, something they take with them when trying to address the first issue by allowing characters to fire more rapidly.

So here's another take on the subject: Consider the basic firearms attack to be a series of shots resulting in one effective attack in a similar fashion to a melee attack roll.

  • For a weapon fired with the semiautomatic rate of fire, each standard attack expends 1d3 bullets (minimum one) and a Double Tap attack expends 1d6 bullets (minimum 2).

  • For a weapon fired with the automatic rate of fire, each autofire attack expends 3d6 bullets (minimum 10) and a Burst Fire attack expends 2d6 bullets (minimum 5). If the weapon has the 3-round burst setting, round the number of bullets expended down (e.g. 8 is rounded down to 6 - obviously the character has fired two bursts in what is effectively a single Burst Fire attack).

  • For a weapon fired with the single shot rate of fire, each attack expends 1 bullet only.


Deduct the attacker's Wisdom modifier from each die rolled (a negative Wisdom modifier adds to the number of bullets expended).

Afraid this might bog things down? Just make sure you roll the number of bullets used in the attack at the same time as you make the attack roll!

-K
#2

azisien

Jul 21, 2008 8:48:08
So wait, we're adding more rolls to mechanically do nothing at all that the system already accomplishes?

Or have I missed something?
#3

tema69

Jul 21, 2008 9:29:12
Doh. Stupid Gleemax deleted my reply when I was trying to "Go Advanced"... 'Advanced' my a*s...
Anyway, here I go again.

About melee combat automatically being feints and parries:
NO. Unless Bluffs and Sense Motive is included, melee combat (not full-attack) consists of: 2.5 seconds of a single attack + recovery of said attack (attack action), 3.5 seconds of movement, often left unspent if engaged in melee, and a sidestep (5ft. step). The move action MAY be used to feint, and the character may opt to parry or fight defensively (depending on what RAW/HouseRules you use).

OTOH, I do agree with the fact that 10 shots per minute really is stupid when it comes to a regular firefight (that actually makes it at least 12 seconds/2 rounds to empty a normal sidearm).
I've had this problem in my games before.
You should look at CyberDave's rules for Burst/Auto and Double Taps, they are pretty neat. And address some of these issues.

As for a single Semiauto Attack action using several bullets, this is pretty good IMO. It could bog down the game a bit though.
Examples:
- Currahee, by Donald Burgett: An American 101st Airborne soldier's experiences in Normandy.
In the book, he sometimes fires single, precise, well-aimed shots, but often when the target is unaware of his presence, or if Burgett isn't under stress/fire. He does, however, fire "semiautomatic bursts" from his rifle when under fire, when shooting at targets with cover, etc...
Note: He uses an M1 Garand .30-06 rifle.
- Pretty much any documentary about modern combat: We see troops firing "semiautomatic bursts" at the enemy, and rarely a single, well-aimed shot (only from Designated Marksmen).

I think, with the apparition of intermediate cartridges (7.92x33mm, 5.56mmNato, .30 Carbine, etc...), with shorter range and lower recoil than their counterparts (7.92x57mm, 7.62mmNato, .30-06, etc...), soldiers find themselves needing and able to fire several shots to get a single hit (because of range and low penetration of cover). Also, these bullets deal less damage and may not kill in a single shot.


Do you have any experience with combat? Firearms?
Not that I have any, so I'm not trying to make it seem like I'm all knowing etc...
I have fired a lot of rounds through a .22 singleshot rifle, and thus had a real slow ROF (the rifle could only hold 1 round and was bolt-action).
I have also fired 20 rounds of 7.62mmNato through a G3, and I guess it probably took me a minute and a half to empty the mag, accurately and at soda-can-sized target 100+ feet away. All shots hit pretty good. But again, I wasn't under fire, and had ear-protection.

All in all/Conclusion:
For automatic fire and double taps, look at CyberDave's rules. They are awesome.
As for multiple shots per single attack, that's pretty good IMO. I would probably rule that a character who is in a situation where he normally could take 10 or 20 (= not stressed) could opt to fire only a single shot, even though his Wisdom score might say otherwise. So a guy, even though he has Wisom 4, about to snipe a lonely guard should be able to fire a single shot, and not a hail.


Note: Instead of 1d6 (minimum 2), a more standard designation would be to use 2d3 or 1d4+1.

I hope you can use some of this. IMO, you should try to adapt your rule so that it fits better with CyberDave's ruleset, but other than that, it is really interesting.
#4

kjakan

Jul 21, 2008 11:07:00
A single shot snipe is acceptable.

As this is a mere add on to the existing rules I'm not going to bother fitting this to CDav's house rules.

The reason for using 1d3 through 3d6 is because this makes things somewhat simpler. Most players have access to a lot of d6's and it makes sense to stick to the same dice.

In my experience, it's also faster adding up the dice rolled than to add together dice codes.

I notice that having a high Wis (around 16+) pretty much negates the variance involved, mostly making rolling dice for ammo consumption a waste of time for those characters. A couple of options:

- Skip the wisdom modifier altogether.
- Apply the wisdom modifier to the total rather than to each dice.
- Modify each dice by -1 for having a Wis of 12+ or +1 for Wis 8 or less.
- Reduce the minimum number of bullets expended to 3 for a Burst Fire attack and 6 for an autofire attack.
#5

Master_Vega

Jul 21, 2008 12:13:49
My only problem with this is that it takes even more of the usefulness away from guns. Melee already kicks the crap out of firearms -especially at higher levels-, and now they lose more ammo over one good shot than before. Perhaps you should have an flipside for this new ammo effect, like maybe adding a +1 your roll for every two rounds you expend?

You could also have feats for cover fire, which in addition to making a normal attack afterwards, give the opponent you are firing at negatives at the same bullet expenditure.
#6

tema69

Jul 21, 2008 12:42:35
How does melee kick the crap out of guns?
And I think everybody knows how broken the MartialArtist is.
A mid-level character with a longsword or a bastardsword is pretty much equal to a mid-level character with a battlerifle.
If I remember my calculations right, they both average out at about 10-11 points of damage.
#7

Master_Vega

Jul 21, 2008 12:54:07
I'll have to find them, but I made two uber-cooked characters, one using melee and the other using firearms (I think I had him using a Desert Eagle.) I did the comparison so I could balance my Gunbrawler prestige class with melee characters.

-- Sweet! My signature disappeared! This'll take a bit longer.

Rojito: Let's consider the advantages that melee has over ranged, mainly adding STR to damage. Let's equalize and say that the gunbrawler has 18 dexterity, five levels in Gunbrawler and Combat Reflexes. The swordsman has 18 strength, five levels in a melee modified version of Soldier class (hey, I made up the prestige class; it's only fair the melee guy can at least have a modified class) and combat reflexes (16 dexterity).

The gunman has your average pistol, 2d6+1/20, and the swordsman has your average longsword, 1d8+2 (weapon spec.)+STR/18-20 (improved crit). 2d6+1 deals a minimum of 3, an average of 8 and a max of 13. 1d8+2+4 deals a minimum of 7, an average of 10.5 and a max of 14. Critical hits are also three times as likely with the longsword as they are with the pistol.

Pushing the power up to 2d8+2/20 for a Desert Eagle (if within 30 ft) and 2d6+2+4/18-20 for a Katana, here's what we get: 2d8+2. Minimum = 4, Average = 11, max = 18. 2d6+2+4. Minimum = 8, Average = 13, max = 18. Again, the Katana is three times as likely to score a critical hit.

Granted switching ammo types can give the gunbrawler a large advantage, that's why he has to wait for level three in the class before he even gains the ability to get AoOs with his firearm. I'm also sure there's a way for a melee character to do this much damage and possibly more, but I don't know how because I hardly ever play melee characters. (I've actually played a couple melee characters now.)

Of course, using the D20Modern Katana was kind of bad form on my part, though I also chose to ignore Power Attack for damage purposes. If you had the gunman take Soldier, the sword would still have a higher crit rate, and the normal damage would be closer... but then what respectable melee crusher in D20Modern doesn't take Strong Hero's Melee Smash tree and power attack?

And another note: You don't really need to modify the Soldier class to make it good for melee, either. You just have to waste a feat (well, maybe not waste) on PFP.
#8

nodaisho

Jul 21, 2008 12:59:45
I don't know that I like this, not only does it make someone run through ammo faster, you don't get any bonus for doing so. Didn't someone make a combat system where everyone can double-tap, but you get a larger penalty for doing so without the feat?

Now, for what it's worth, in CMP rimfire competition, you have either 25 (semi-auto) or 30 (manually-operated) seconds to get five shots on target at 25 or 50 meters, standing, sitting, and prone, the bulls-eye is one and 3/8 inches, if I remember correctly. Last time I checked, nobody had ever gotten a perfect score (300), and these are people that shoot a lot, firing rifles that are capable of sub-MOA (roughly 1" at 100 meters) accuracy. Still, you are expected to get a well-aimed shot off every five seconds, if you are using a semi, or every six seconds, if you are firing a bolt/lever/pump/single shot. Remember, though, that is aiming at a target less than an inch and a half in size, up to fifty meters away, rather than a torso-sized target less than 60 feet away (for the most part, in my experience, d20 modern games have short ranged engagements, the exceptions are usually military games).

Now, I guess I was rambling there, but what I was trying to say was that someone should be able to get a shot off more than once every six seconds, but those shots should count for something, they shouldn't just be noise.
#9

tema69

Jul 21, 2008 13:00:11
Alright. Are the characters made with purely RAW stuff?

A lot of stuff disspeared during the reshuffle. :/

Edit:
@ Nodaisho: Yes, CyberDave did this. That's why I keep referring to him.
Everyone can DoubleTap, but you need to get pretty lucky for both rounds to hit. That's why IMO, if you wanna fire a lot of rounds on semi, just use CyberDave's Semi-Realistic Ruleset.
#10

nodaisho

Jul 21, 2008 13:01:34
You'd think that the people that made magic: the gathering would be used to shuffling stuff without dropping anything, but noooo...
#11

tema69

Jul 21, 2008 13:04:35
You'd think that the people that made magic: the gathering would be used to shuffling stuff without dropping anything, but noooo...

I lol'd.
#12

Master_Vega

Jul 21, 2008 13:13:08
Alright. Are the characters made with purely RAW stuff?

A lot of stuff disspeared during the reshuffle. :/

I didn't fully make the characters, actually. The part I edited into my post was prettymuch all the work I did. Also, the Gunbrawler Prestige Class was made by yours truly, so that' wouldn't be RAW. :P

I could create an optimized tenth-level melee character without Martial Artist if you like, and compare it to a gunman you (or I) design. That might give us some more solid results.

Also, I'll admit the difference wasn't as big as I remembered... still, making gunslingers burn more ammo than they already do isn't exactly fair unless you also give them a bonus for it.
#13

azisien

Jul 21, 2008 13:17:15
I'll have to find them, but I made two uber-cooked characters, one using melee and the other using firearms (I think I had him using a Desert Eagle.) I did the comparison so I could balance my Gunbrawler prestige class with melee characters.

-- Sweet! My signature disappeared! This'll take a bit longer.

I'm confused again. Yes, melee characters within melee range are more deadly than ranged characters within melee range. Well, I certainly hope so!

Or rather, as a "pro" to the ranged argument, pose the question: "What's the range increment of his longsword?"

Edit: given the appropriate feat selection for the ranged guy, for every +2 damage the swordsman is gaining from power attack, the ranged guy can shoot at his normal damage from another 60 feet away (assuming Desert Eagle).
#14

Master_Vega

Jul 21, 2008 13:32:14
Heh, I suppose I discount the ranged advantage because my group's main GM enjoys placing us in corridors with melee enemies running from cover to cover. That kinda negates bonus from range, unfortunately.

It's a good point, though. With any normal GM, the range is a nice benefit... but I still don't think costing multiple bullets a round, without giving some kind of bonus in return, is balanced.
#15

tema69

Jul 21, 2008 13:36:36
a longswords RI is 10ft. and takes a -4 penalty to hit. In D&D anyway.

So, I looked at Vega's stuff, and I was kinda confused, since most of it isn't RAW. Also, a longsword isn't comparable to an average pistol.
Assuming we go Strong Hero 3 + Soldier 7 for the Gunman.
Assuming we go Strong Hero 5 (to get Melee Smash 3) + Soldier 5 for the melee guy.
Adding no feats, simply using class abilities.
Taking comparable weapons: assuming a 1d10 Bastard Sword wielded two-handed, and a G3 7.62Nato Battlerifle (also 2handed).
Assuming 20 Str and 20 Dex (18+2 level increases), respectively.
1d10+12 (7Str+2Spec+3MeleeSmash) damage (min 13, average 17.5 and max 22) and 18-20 crit for the 10th level melee. That's pretty awesome, but also a pretty high-level guy.
2d10+2 (2Spec) damage (min4, average 13 and max 22) and 19-20 crit for the 10th level gunman. That's not nearly as awesome. But OTOH, he has higher Initiative and probably some random talents.

Then let's compare Burst Fire and Power Attack. The prereqs from Burst Fire are higher than for PA, and PA is much more flexible. Assuming -4 to hit and +4 damage for the melee guy: 1d10+16 (min 17, average 21.5 and max 26). The 7.62Nato burst will deal 2d10+2+2d10 (min 6, average 24, and max 42). So when we start doing Burst Fire and stuff, the ranged guy starts kicking the **** out of the melee guy. And the ranged guy hopefully gets to do that a few times before the melee guy gets within range.

The real difference between melee and ranged is that 4d10+2 damage can be achieved at 5th level (and 4d10 can be achieved at 1st level), while the character does other stuff (talents). For a melee guy to do 1d10+16, he needs to be at least level 7 (1d10+14 can be achieved at level 5).

Heh, I suppose I discount the ranged advantage because my group's main GM enjoys placing us in corridors with melee enemies running from cover to cover. That kinda negates bonus from range, unfortunately.

It's a good point, though. With any normal GM, the range is a nice benefit... but I still don't think costing multiple bullets a round, without giving some kind of bonus in return, is balanced.

I guess it can depend a lot on the different GMs. I hated being a marksman when we had to run around inside small corridors too. I used my handgun a lot.
As for multiple rounds = no benefit, I think CDave fixed that pretty well.
#16

azisien

Jul 21, 2008 13:41:28
Well I'll agree with you there, hence my initial confused reply.

I mean, first few times I fired a handgun, I could get one well-aimed shot about every six seconds, and that's once a round. Of course, I didn't myself to have Personal Firearms Proficiency, but then my accuracy wasn't exactly on the "Hitting Aspirins From 30 Feet" scale either.

If you're going to implement a rule that has by nature more bullets in the air, there should be some chance that these extra bullets do some good. I feel the "oh yeah I can shoot a gun faster than that" isn't a good enough reason to do this.

Why not something like 1 bullet/round, a controlled, accurate shot. OR expend 1d3+1 bullets for a +2 attack roll bonus. So a nonproficient guy shooting much faster would be at -2 instead of -4. So he still sucks, but more bullets = better chance.

On that note, instead of instituting "minimums", use modifiers. 1d6+1 standard, 1d6+2 double tap, 1d10+10 autofire, 1d6+3/5 burst fire.
#17

Master_Vega

Jul 21, 2008 13:43:25
Don't forget to take BAB into account. They're both sacrificing it to make their hits heavier, but the melee guy has more of it because he has levels in Strong Hero.

Also: completely forgot that D20Modern doesn't have the double power attack for two-handed weapons rule.

I want to ask you guys, though, is the advantage that ranged has over melee enough to make it balanced to subtract more bullets a round? That'll make any gunman worth his salt take Quick-Reload in a heartbeat.
#18

tema69

Jul 21, 2008 13:45:37
Yeah. My experience with rifles is also: 1 accurate shot every 3-5 seconds for a few minutes.
Jesus. Will you guys look at CyberDave's DoubleTap rules? It's pretty much what you guys are trying to implement by wanting the extra bullets to have a chance of harming someone.

And yeah, as I've said, 1d6+1 instead of 1d6 minimum 2.

@ Vega: Forgot that the Soldier doens't have full BAB. I kinda assumed you guys had him use 1/1 BAB. But yeah in that case, the melee guy would have slight advantage.
More bullets per round isn't more balanced. At all. But it's more realistic.
#19

Master_Vega

Jul 21, 2008 13:50:16
I have looked at them. They're great, but the debate is here, and on this houserule. I'm just trying to give the OP some opinions so he can better shape his work (or completely ignore me and leave everything as it is, that's fine too. :P)

I agree that Cyberdave's rules for this are some of the best ones out there, and I highly recommend them.

Too bad he's using SAGA now, and doesn't make houserules for Modern anymore. >_>

Edit: Yeah, but more realism would also dictate that those stray bullets would have some effect... hence why you keep pointing at Cyberdave's stuff. lol.
#20

tema69

Jul 21, 2008 13:52:25
Indeed.
#21

azisien

Jul 21, 2008 13:57:27
But this is adding some realism that gives a disadvantage to a certain playstyle over another, and thus should be considered somewhat seriously.

I mean the swordsman would get fatigued if he swung his longsword around for a handful of minutes, but you could shoot your handgun all day and probably not get very tired (maybe deaf though). That's realism.

There's no shock or bleeding rules in d20 Modern, but gunshot wounds make you bleed and go into shock. Limbs or heads could be removed with a sword. That's realism!

This is an okay houserule for a gun-centric game though, it'd make people think about ammo more. In defense of the houserule, my players in Modern have rarely considered how much ammo they have, its usually like "Oh I buy 4 boxes of ammo at 1st level" and four months later they're 5th level and still shooting.
#22

nodaisho

Jul 21, 2008 16:59:12
I always think about ammo, I don't keep perfect track, but I keep decent track, that is where PDCs help, since for the most part, ammo isn't a cost unless you are buying special stuff or are really poor, you can just buy up to a quota.

I don't think that ranged attacks are really that much of a benefit in normal games, because I can count on one hand the times that we have been outside 60 feet from our opponents, in games with several different DMs. 60 feet is one charge attack, you can go even further if you have fast movement from the fast hero class, though melees tend to go strong for obvious reasons. In a campaign with large, outdoor spaces, there would be an advantage to ranged attacks over melee, but those are a rarity from my experience. They can be fun when you have a 180' RI and most of your enemies are swordsmen, though.
#23

tantaclaus

Jul 21, 2008 17:31:57
As a gun nut, I realize that many, many things in the d20 system don't make sense reality-wise. Your system would be ideal, in an ideal world where combat was quick and players didn't get off topic.
#24

azisien

Jul 21, 2008 18:50:05
To be honest I can't count that many times long range combat is a big factor either, except when I like to throw in the occasion sniper or sentries with rifles.

But there's other benefits to ranged attacks, you don't have to, typically, leave cover to make an attack, a team can focus on one enemy (like, say, a swordsman) and be spread out.

Modern certainly makes melee characters more than playable, I mean I took great pleasure building a d20 Future Weren that could reasonably fight Colossal Mecha, but I bring these points up mostly because I found Vega's melee vs. ranged comparison a little unfair to ranged. Just that he mentioned most of the perks of melee (guaranteed high damage). Granted, some perks of ranged combat are...more abstract.

Consider the charge example, yes, a regular character with no armor of any significant weight can move 60 feet and make an attack on the ranged guy, but then he's down Armor Class which probably already isn't that high if he's a Strong Hero that needs to put focus into Strength to get his high damage, and he has to swing against ranged attackers that are most likely Fast Heroes with a focus in Dexterity.

Bullets I say, bullets!
#25

nodaisho

Jul 21, 2008 21:38:46
With melee, you can't be spread out, but I would guess that the person two meleers are swinging at would be pretty ****** if a friendly chucked a grenade to damage the melee people that are flanking him.

A strong 4/MA 1 has 14 AC before dexterity or armor, yes, armor, no rules that martial artists can't use armor that I can see, so make that 17 (concealed vest) plus dex even before the MA's AC bonus gets going. Elusive target gets grabbed at level 3 in MA, giving anyone shooting at them while in melee -4. At that point, their AC will be 19+dex, 23 effectively when in melee from other people.

I can't optimize melee damage to save my life, so I will leave that for someone else.
#26

ranger_reg

Jul 22, 2008 0:43:05
Most players are comfortable with the idea of a round of melee combat involving a series of feints and attacks allowing the player one or more effective attacks for which attack rolls are made.

However, when using firearms every attack is the pull of a trigger and expends a bullet. For a first level character that's one shot per six seconds!

This basic premise flawed in more ways than one. Obviously, it doesn't take a full minutes to empty a pistol.

Are you simply emptying your pistol, or are you trying to make each bullet hit your target with each pull of the trigger?

Remember there is double-tap, where you expend twice more bullets per trigger-pull (on semi-automatic weapons).
#27

nadaka

Jul 22, 2008 11:09:41
part of my houserules for auto-fire is that you get a +1 to hit for every 3 rounds fired. And you can do this even with semi-auto weapons.

So someone who wanted to maximize the chance of hitting with a 15 round clip could get a +5 to hit for shooting the entire thing in a single round.

I think that your increment for multiple hits is too low though. hitting by +2 or more is relatively common. I resolved this issue by taking a weapons power and mass into effect when determining that increment. A large weapon firing an anemic round is more accurate with rapid fire than a small weapon shooting a powerful round.
#28

azisien

Jul 22, 2008 11:12:04
With melee, you can't be spread out, but I would guess that the person two meleers are swinging at would be pretty ****** if a friendly chucked a grenade to damage the melee people that are flanking him.

A strong 4/MA 1 has 14 AC before dexterity or armor, yes, armor, no rules that martial artists can't use armor that I can see, so make that 17 (concealed vest) plus dex even before the MA's AC bonus gets going. Elusive target gets grabbed at level 3 in MA, giving anyone shooting at them while in melee -4. At that point, their AC will be 19+dex, 23 effectively when in melee from other people.

I can't optimize melee damage to save my life, so I will leave that for someone else.

Well it'll always depend on the stats of the people involved of course. MA's don't have any particular disadvantage to wearing armor, but concealable vest drops their speed to 25ft, so a 50ft charge now. If they're intent on causing pain (damage), their strength is higher than their dexterity, compounded by the fact they also need strength to be accurate. If they've got great strength and dexterity it's unlikely they've got great constitution so they probably can't take many hits. If they're stats are amazing all around well you got me, this dude is awesome.

And on the contrary, thanks to Fast Heroes and Evasion, the gunman that gets caught in the grenade with the two melee guys would probably be a-ok! But sigh...he should be bits of charred meat just like the two swordsmen...
#29

nix4

Jul 22, 2008 11:29:22
In Cyberpunk every gun had a stat ROF (Rate of Fire).

ROF was handled (and Ill convert to d20 world)

Attacker rolls attack against the defense of the target.

If the attacker rolls higher than the target's defense then a round hit.
(pretty straight RAW, but after this its not).

For every 3 points above the target's defense an additional round hits up to the maxium ROF of the weapon.

Roll for the hit location of each round and damage of each round.
=====================================
This, in the d20 world would require a Feat and would be of the Improved or Greater or even Superior variety.

There are some issues with d20 as it stands.
Single, Semiautomatic, Automatic.
Automatic only allows you to use a feat..so, (without too much reading) someone without the feat holding a fully automatic weapon has no clue how to pull the trigger (really stupid).

They need to broaden these terms. A full auto mode needs to be included with these settings so that someone can use, untrained, an automatic weapon.

The OTHER issue is the ability to land rounds. Which you can use the autofire rules for (plug), but even these only assume ONE round per target in a 10'x10' area per 10 rounds fired!! (sloppy)

So introduce a full auto feat, that acts like autofire but compars the attack roll against the ref save of the defenders and land additional rounds on them.
#30

tema69

Jul 22, 2008 12:35:59
Since when can an untrained NOT use automatic weapon?
#31

azisien

Jul 22, 2008 14:26:17
Since never. There's almost no such thing as "untrained" in Modern, and certainly not for weapons. There's nonproficient. A totally new guy that has never seen a gun in his life can pick up a full auto machine gun, yes they know how to find a trigger, and fire the weapon. He'd take a -8 penalty to the attack roll, and probably miss even though it's easy to hit things with auto.

A character with Personal Firearms Proficiency would take a -4 penalty using autofire, and finally Advanced Firearms Proficiency would eliminate the autofire penalty altogether.

Reading is an important part of discussion.
#32

nodaisho

Jul 22, 2008 20:33:54
Whoops, I said concealable vest when I meant undercover, the +3 defense light armor.

If he was a fast, he would be able to evade, if he wasn't, mister nade-thrower is off the christmas card list.
#33

kjakan

Jul 24, 2008 8:23:35
Are you simply emptying your pistol, or are you trying to make each bullet hit your target with each pull of the trigger?

Remember there is double-tap, where you expend twice more bullets per trigger-pull (on semi-automatic weapons).

The idea is to shake off the idea that each shot fired is a separate attack. Instead an attack instead represents a number of shots fired. Those seven points of damage could be one or more hits (or a narrow miss).

Within this context its more palatable to see Double Tap and Burst Fire as not being a matter of hitting the target with a specific number of bullets, but rather as making better use of the shooting attack.

-K
#34

nodaisho

Jul 24, 2008 18:42:05
Why won't that near miss thing die? It must be the Tarrasque. If near-misses counted, why does armor stop damage?
#35

Master_Vega

Jul 24, 2008 20:11:13
Why won't that near miss thing die? It must be the Tarrasque. If near-misses counted, why does armor stop damage?

Because the armor boosts your confidence (which is part of your abstract HP, after all)! Of course we all know those bullets zinging by you will be a great deal less threatening when there's a layer of Kevlar between you and them! But then some near misses are just a bit too close, and cause HP damage anyway.

/Sarcasm.

My group and I don't do the whole abstract thing. If you take ANY HP damage, you've been hit. It might have been a graze, or even a deep wound, but you've been hit.
#36

nodaisho

Jul 27, 2008 13:35:42
Exactly. As a high level PC, you are just lucky enough that almost all the hits you take just barely graze you.
#37

ranger_reg

Jul 27, 2008 23:12:46
The idea is to shake off the idea that each shot fired is a separate attack. Instead an attack instead represents a number of shots fired. Those seven points of damage could be one or more hits (or a narrow miss).

One could argue the same for earlier ranged weapons including bow & arrows.

Personally too much accounting if one has to roll to see how many bullets have expended in a firearms attack. I don't want to bog down my game with that much [rules] details. But as I once said, Your Campaign, Your Rules.
#38

bandura_dup

Jul 28, 2008 0:30:00
Hola all!
I was just reading the article and for the life of me felt I needed to throw my two cents in. Fellas, the premise is: the suspension of reality, yet having the game be realistic enough to be interesting. I recently got back outta theatre and am looking at back-to-back rotations next year. The question is ammo consumption? Right? What's realistic? Well, first off, back off the ammo question and look at encumbrance. I did a village-search in the mountains that took 9 hours to complete, with a small cave complex thrown in there. I weigh 165lbs. With full Kit I was 264, without water added in. That smoked my bags!!! I had 10- 30 round mags on me. Now when you look at your character, you may say 10 mags is plenty, right? But how far away from resuppy are you? Is it up on the hill in the vehicles? Back at the fire-base? Believe it or not, I was the kind of guy that took precise shots, I couldn't afford to waste even one round. In one instance in a 5 hr engagement, we had to call in a helicopter resupply of ammo. So, how much ammo does the average hero carry? Hopefully enough. Reality is ammo is heavy for dismounted operations and you'll always ***** about carrying it. But when you need it, theres never enough. How well do the players really track encumbrance???
The thread was about shot count and how long it takes to empty a mag with good shots. I disagree about using more ammo with a random die, that expended ammo is actually your poor base attack bonus trying to hit guys with 3/4 or more cover. The wild-west days of leaving yourself out in the open under fire are gone. 1 hit on your person, even on one of your plates, is 1 too many. If your heros and villians aren't using 3/4+ cover to have a gun battle in, your not portraying things acurately. Nobody, not even the bad guys, just pops their head up to see what is going on. So in reality, if you are trying to actually hit, just 1 shot per six seconds is fine. If you are trying to do cover fire, well, then you are just blowing ammo but allowing your guys to manuever and flank. Again, those are just my thoughts on it. I'm not always right and the point is to enjoy the game, not get bogged down with every detail.
#39

azisien

Jul 28, 2008 8:40:01
One can burn through ammo pretty fast with Autofire. Though, one can also burn through opponents pretty fast that way.
#40

Master_Vega

Jul 28, 2008 9:59:30
Exactly. As a high level PC, you are just lucky enough that almost all the hits you take just barely graze you.

That or your superhumanly quick, or tough, from so much combat experience.

Just a thought. :P
#41

tema69

Jul 28, 2008 18:03:56
Thanks for the input, Bandura.
Where were you stationed? With whom?
About warfare ammo consumption, I saw a documentary about Blackwater operatives, who often carry 420+ rounds of 7.62x39mm rounds for their AKs, and they still ran out after a siege on a US compound (which they happened to be in - forced to defend themselves), and a Blackwater chopper had to fly in more ammo and supplies ("braving the interdiction imposed by the US forces" tadatada!).

420 rounds of ammo. Man, that's alot. A PC with 420 rounds of ammo for his assault rifle is pretty sure not to run out anytime soon.

But, as pointed out, enemies should be taking as much cover as possible, making them harder to hit (and needing more bullets).
#42

azisien

Jul 28, 2008 18:16:07
Well, Tema, you have to consider something. Bandura and these operatives, they were speaking about engagements on the time scale of hours.

How long does combat usually last in d20 Modern?

I'd say 100 rounds of combat is probably well into "excrutiating" territory, especially for the GM. and 100 rounds is a mere 10 minutes.

So could a d20 character use 400 rounds of ammo in 5 hours (3000 rounds) of combat? I'd say yup yup!
#43

ranger_reg

Jul 29, 2008 1:36:20
But, as pointed out, enemies should be taking as much cover as possible, making them harder to hit (and needing more bullets).

Which goes back to my first post here:

Cover is Your Best Friend.
#44

tema69

Jul 29, 2008 1:55:17
Well, Tema, you have to consider something. Bandura and these operatives, they were speaking about engagements on the time scale of hours.

How long does combat usually last in d20 Modern?

I'd say 100 rounds of combat is probably well into "excrutiating" territory, especially for the GM. and 100 rounds is a mere 10 minutes.

So could a d20 character use 400 rounds of ammo in 5 hours (3000 rounds) of combat? I'd say yup yup!

But 5hrs d20 Modern combat would quickly get boring. But spread out over some encouters, without getting to resupply, see, that's something else.
#45

kzak

Jul 29, 2008 9:30:38
The idea is to shake off the idea that each shot fired is a separate attack. Instead an attack instead represents a number of shots fired. Those seven points of damage could be one or more hits (or a narrow miss).

Within this context its more palatable to see Double Tap and Burst Fire as not being a matter of hitting the target with a specific number of bullets, but rather as making better use of the shooting attack.

I advise against this rule modification.

All I see here is that the players and the GM have to make extra die rolls where firearms with SA and A fire modes are involved, with corresponding more administrative work to do.

The bad: Extra die rolls, extra administration work, can slow the game down with micromanagement.
The good: Well...

I can't find any reason for the rule modification to be introduced as it has no benefit that I can find. Keep the game as it is, or change the rule to include a benefit for spending extra ammunition.