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Stray bullets
Posted: Thu Aug 30, 2007 12:45 pm
by mobuttu
Do anybody has figured out some rules for stray bullets? I really don't know how to handle it, but I'd like to try something like this in my games. Any ideas?
Posted: Thu Aug 30, 2007 1:28 pm
by Rali
If the player rolls a natural 1-4, the bullet misses and has a chance of hitting something behind the intended target.
Option 1: You could run that there is an X% chance of a stray bullet hitting a bystander or ricocheting. "X" varies depending on the size of the crowd or clutter behind the target. Also consider the possibility of the stray bullet ricocheting off something and hitting someone not directly behind the target.
Option 2: If the character misses and the bullet goes stray, have the character roll a D20 again. On a 1 it hits a bystander or ricochets off something behind the intended target.
This is one of the biggest reasons cops are trained to check their surroundings before they open fire on a suspect. Also note that bullets can usually travel for a mile-or-so after they've been fired, though I'm not sure on the specifics.
Posted: Thu Aug 30, 2007 3:38 pm
by dragon_blaze_99
Rali wrote:If the player rolls a natural 1-4, the bullet misses and has a chance of hitting something behind the intended target.
Option 1: You could run that there is an X% chance of a stray bullet hitting a bystander or ricocheting. "X" varies depending on the size of the crowd or clutter behind the target. Also consider the possibility of the stray bullet ricocheting off something and hitting someone not directly behind the target.
Option 2: If the character misses and the bullet goes stray, have the character roll a D20 again. On a 1 it hits a bystander or ricochets off something behind the intended target.
This is one of the biggest reasons cops are trained to check their surroundings before they open fire on a suspect. Also note that bullets can usually travel for a mile-or-so after they've been fired, though I'm not sure on the specifics.
it also misses if some how (juicer or super human ability) the target dodges then the question is who's behind him
stray fire is really use full to build story and really use full in HU when you want to make heroes look really bad and deflate a few palyer egos
Posted: Tue Sep 04, 2007 12:40 pm
by mobuttu
Rali wrote:Option 2: If the character misses and the bullet goes stray, have the character roll a D20 again. On a 1 it hits a bystander or ricochets off something behind the intended target.
I take option 2 with a "fine-tunning": roll a D20. On a 1 to X it hits a bystander, where X is the miss rolled number. For instance if the character (+1 WP) rolls a 11 on a wild shot (-6), totals a 6 (a miss). Then he rolls again and with a 1 to 6 on a d20 he hits a bystander, important furniture, etc. placed behind the intended target. What do you think?
Posted: Sat Sep 08, 2007 10:07 pm
by Tinker Dragoon
This message has been moved to the GM's Forum, where the topic is more applicable and appropriate. If you have a problem with how this post was handled please direct all inquires to deific.nmi@gmail.com, including the url to the post in question.
Posted: Mon Sep 10, 2007 5:27 pm
by Rali
mobuttu wrote:Rali wrote:Option 2: If the character misses and the bullet goes stray, have the character roll a D20 again. On a 1 it hits a bystander or ricochets off something behind the intended target.
I take option 2 with a "fine-tunning": roll a D20. On a 1 to X it hits a bystander, where X is the miss rolled number. For instance if the character (+1 WP) rolls a 11 on a wild shot (-6), totals a 6 (a miss). Then he rolls again and with a 1 to 6 on a d20 he hits a bystander, important furniture, etc. placed behind the intended target. What do you think?
Depends on how cruel the GM wants to be
, but that could work too.
BTW, when I mentioned the "On a 1..." above, I was referring to a natural 1. Since this is a roll after the shot, no modifiers should be included (though a GM may want to allow bystanders to attempt to dodge the initial missed roll, or not).