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A potential way to improve ranged personal combat

robapol

SOC-8
Hi,

I don't know about others, but I have found that for most characters the results needed to hit a target, especially at around the 50 mtr range or so seems too easy. In my games most target numbers are from 14 upwards that have to be rolled under on 2d6...

This results in 2 automatic hits unless a 12 is rolled.

I propose that the numbers that are required to be rolled under represent the ability to hit under PERFECT conditions - the type of conditions you would find on a firing range.

Maybe we should have a rule that when in combat** the number needed to hit is halved.

Combat**: In an engagement where BOTH sides are firing. So if you have surprise, only one side is firing so they get to use the to hit numbers as written.

I think the above rule would go a long way towards making personal ranged combat a little more realistic - after all in combat the characters will be trying to stay alive first, then shooting second.

For more realism you could apply a bigger penalty if the incoming volume of fire is explosive or concussive in nature.

What do you folks think?

RobP
 
Don't know T5, but how about a combination of DMs.


If the enemy is not dodging/covering and neither is the shooter, a firing range result is in order, maybe -2 DM to hit for being shot at.

IF the target is actively dodging/managing cover, another -2 DM.

And same with the shooter dodging/covering, -2 DM.



The objective therefore is to not only avoid being readily shot, but increasing survivability by increasing risk to the target to force them to dodge/hide and get the nervous being shot at DM too.

Conversely, being a calm cool shooter like a Western gunfighter can get you bonuses to hit, but also likely get hit- and dead....
 
Hi,

I don't know about others, but I have found that for most characters the results needed to hit a target, especially at around the 50 mtr range or so seems too easy. In my games most target numbers are from 14 upwards that have to be rolled under on 2d6...

This results in 2 automatic hits unless a 12 is rolled.

I propose that the numbers that are required to be rolled under represent the ability to hit under PERFECT conditions - the type of conditions you would find on a firing range.

[snippage - TP]

RobP

Are you using the mods in the Master Mods Tables on page 264+ in Book 1?
 
It might be better to tie this to a character's endurance. Do something like if endurance = 7 or higher (this could be modified to a different value) then there is no penalty.
For x numbers of rounds of combat where the character is engaged in activities like running, crouching, dodging around, etc., the endurance score is reduced by 1.
This continues until it reaches 6 at which point a +1 or -1 as required is applied to the roll for hitting a target. This represents the character now being tired, breathing hard, etc., and having a harder time aiming accurately. As it continues to fall, it represents the character having issues just lifting and holding the weapon and such as they are now very tired / worn out.
You could add in that when the endurance reaches a value of 1 the player must have the character stop and rest--the character can engage in light activities that don't require much exertion--for y number of rounds to gain 1 endurance point. They can continue to rest and gain back their endurance raising it to the full value eventually.

That makes this score more valuable in play and it also is now being used as a modifier for ability to perform actions when tired or under stress.
 
Well, if the typical target number that PCs need to roll is 14, then NPCs would need about the same target number. It stands to reason: at Medium range (R=3), a Size 5 target (a human) would provide Mod +2, and Attribute 7 with Skill 3 would get you to 12; which is a 100% chance of hitting anyway.

I think the key is the Cover Mod, which each defender can select (subject to availability), giving a Mod of -1 to -6 to the target number - which also applies to the action of the person taking cover that round (p. 206 Book 1). With a certainty of hitting, surely everyone is going to be taking maximum advantage of cover? The Mod applying to the person seeking cover represents hesitantly breaking cover to fire during the round.

I have no personal experience of a firefight or military service. But it seems to me that it's a feature of the game that a trained shooter at medium range of typical ability will be able to hit a target at least once. Bear in mind the qualification for "rounds" being roughly a minute is it's assumed many shots are fired. Firefights in T5 are very dangerous and deadly - and quick.

The defender lying prone is another option; that at least reduces effective size to Size=3, lowering the S-R mod.
 
I have no personal experience of a firefight or military service. But it seems to me that it's a feature of the game that a trained shooter at medium range of typical ability will be able to hit a target at least once. Bear in mind the qualification for "rounds" being roughly a minute is it's assumed many shots are fired. Firefights in T5 are very dangerous and deadly - and quick.

Had you considered using the Hasty requirements a task? It seems to me that when there's a few bits of metal or energy flying about trying to put holes or worse in the participants, that they're going to be moving, looking for and staying in cover, and attempting to rapidly acquire their target and fire at it in the shortest amount of time.
 
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