Dodging ranged weapons: the old rules vrs the new.
Moderators: Immortals, Supreme Beings, Old Ones
- Nekira Sudacne
- Monk
- Posts: 15607
- Joined: Sun Oct 19, 2003 7:22 pm
- Comment: The Munchkin Fairy
- Location: 2nd Degree Black Belt of Post Fu
- Contact:
yep. that's why I igrone the new rules. just straight roll to shoot with all bonuses, dodge with no penalty and all bonuses, any penatly would be a normal one they would have anyway.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
I pulled a very liberal interpretation out of the rules that works for me.
-To hit a person standing there is 5 or greater
-I equated called shots the same as trying to hit someone who is partially exposed therefore a target number of 12
-In really good cover making small target +3 or +4
-Person is moving +3 to the roll
-Person moving greater than 40 mph +6
-A person who uses all actions to dodge goes from a -8 (>x ft) to -6, I turned that instead to a to hit penalty of +2
So let's say we get in a real firefight between a Squishie behind a barrel with a laser pistol and a juicer with a pulse rifle in a grove of MDC trees (work with me)
The Squishie: in cover 12
A whole action is rising up, taking aim (not firing wildly) pulling the trigger and ducking back down. Since they are up for a while they do not get the really good cover bonus.
The person isn't really moving as they are stuck behind the barrel.
So it is is just 12 to hit the squishie. +1 for burst therefore the juicer needs 11
The Juicer: In cover 12
Good cover and since is bursting spends less time standing up +3
Moving back and forth from the trees really fast +6 (would not require actions because it's simple movement and it looks cool)
12 +3 +6= 21, +3 aimed shot, the squishie needs an 18 to hit. To top it off the juicer gets an auto dodge so each shot then has a 1/20 chance of missing.
50% chance to hit the squishie, 14% chance to hit the juicer, I like those odds.
As for the -10, it only really comes up in small situations. You are trying to calm down a crazy lady with a gun pointed at you and with her penalties she rolls a 5. 25% chance of dodging.
All my numbers were derived from various sources in the books, if you want to know just ask.
-To hit a person standing there is 5 or greater
-I equated called shots the same as trying to hit someone who is partially exposed therefore a target number of 12
-In really good cover making small target +3 or +4
-Person is moving +3 to the roll
-Person moving greater than 40 mph +6
-A person who uses all actions to dodge goes from a -8 (>x ft) to -6, I turned that instead to a to hit penalty of +2
So let's say we get in a real firefight between a Squishie behind a barrel with a laser pistol and a juicer with a pulse rifle in a grove of MDC trees (work with me)
The Squishie: in cover 12
A whole action is rising up, taking aim (not firing wildly) pulling the trigger and ducking back down. Since they are up for a while they do not get the really good cover bonus.
The person isn't really moving as they are stuck behind the barrel.
So it is is just 12 to hit the squishie. +1 for burst therefore the juicer needs 11
The Juicer: In cover 12
Good cover and since is bursting spends less time standing up +3
Moving back and forth from the trees really fast +6 (would not require actions because it's simple movement and it looks cool)
12 +3 +6= 21, +3 aimed shot, the squishie needs an 18 to hit. To top it off the juicer gets an auto dodge so each shot then has a 1/20 chance of missing.
50% chance to hit the squishie, 14% chance to hit the juicer, I like those odds.
As for the -10, it only really comes up in small situations. You are trying to calm down a crazy lady with a gun pointed at you and with her penalties she rolls a 5. 25% chance of dodging.
All my numbers were derived from various sources in the books, if you want to know just ask.
-
- D-Bee
- Posts: 38
- Joined: Tue May 29, 2001 1:01 am
- Location: New York, NY
- Dead Boy
- Rifter® Contributer
- Posts: 3068
- Joined: Fri Oct 06, 2000 1:01 am
- Comment: Eternal Defender of C.S. Righteous Indignation
~
Adamant Advocate for the Last Best Hope for Uncorrupted Humanity
~
Stalwart Exponent of the C.S.’s Eminent Domain of Man
~
Arbiter of Coalition Dogma and the Precepts of Emperor Prosek - Location: The black heart of Chi-Town.
- Contact:
I've always had a particular disliking for the "-10/ No Bonus" dodge rule. Having to work against a -10 is bad enough, but having no bonuses on top of that is jus plain nuts! Even if they made a few exceptions due to a wave of complaints allowing some classes to keep some of all of their bonuese (like the Juicer and Samurai... why the Samurai?). For most characters it devolves the game to who has the most MDC and how can do the most damage. But you know what else it does, (and this cam be pereiceved as a plus, unfortunately)? it make Psychics and magic users more survivable in combat than ever before. Only they can renew their defenses in mid combat with a fresh Armor of Ithan or TK Force Field or the like.
Get you coppies of Rifter #11 NOW while supplies last, because once the current inventory is gone, that's it!. No new printings will be made.
Rifter_Richeta wrote:Though I haven't personally play-tested it yet, I really
like the new, optional Ranged Combat system in
Rifter #11.
It's basically a progressive system like the HtH system.
You're not automatically -10 to dodge an attack and
people you are firing at are not automatically -10 to
dodge either.
You basically get imposed dodge penalties (what
other people have to roll to dodge your rounds)
at certain levels as well as all sorts of other
shooting techniques such as rapid reload, walking
aim, and many more.
I highly recommend checking it out.
Get you coppies of Rifter #11 NOW while supplies last, because once the current inventory is gone, that's it!. No new printings will be made.
From the author of The RCSG, Ft. Laredo & the E. St. Louis Rift in Rifter #37, The Coalition Edge in Rifter #42, New Chillicothe & the N.C. Burbs in Rifter #54, New Toys of the Coalition States in Rifter #57, and The Black-Malice Legacy in Rifters #63, 64 & (Pt. 3, TBA)
[img]x[/img]
BobTheCoward wrote:I pulled a very liberal interpretation out of the rules that works for me.
-To hit a person standing there is 5 or greater
-I equated called shots the same as trying to hit someone who is partially exposed therefore a target number of 12
-In really good cover making small target +3 or +4
-Person is moving +3 to the roll
-Person moving greater than 40 mph +6
-A person who uses all actions to dodge goes from a -8 (>x ft) to -6, I turned that instead to a to hit penalty of +2
All my numbers were derived from various sources in the books, if you want to know just ask.
Well, you said it.... So I am asking exactly what are the sources for each of these items??
I am not mean..... I also found that there are a LOT of rules around EVERY single Palladium book, and when I think I have figured something out, I read a new book and everything is evaluated again....
*OMNIA MUTANTUR*
-Hav0k-
-Hav0k-