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RE: [DL] Fannin' and Shootin': Auto -- house rule
I must admit the I also feel that the autofire rules for WW & HoE are badly
flawed.
Now, in RL (don't hit me yet) an automatic weapon is designed to improve to
chance of hitting your target by sending more projectiles towards it in a
very short time frame.
This means that in order to inflict a lot of damage to your target you no
longer have to be a crack shot, BUT, if you ARE a crack shot, you are even
more deadly again.
A couple of suggestions here would be to 'borrow' a similar rule to that
used in some super hero games. The Marshal can set an "Autofire Ratio"
which is the number of rounds which WILL hit for every success & raise
achieved on the roll. Therefore if the Autofire Ratio is set at 3, then a
person who got a roll of 17 against a target number of 7, will hit with nine
bullets (assuming nine bullets were actually fired).
Of course this only works with fully automatic weapons, not ones which can
only fire short bursts.
Another possibility is to simply alter the basic 'rule' for autofire.
Instead of 1 round hitting for each success & raise, make it one round hits
for success, plus one for each point (or two points, or three points) by
which the shooter exceeds the Target number.
It makes autofire weapons dangerous, especially in the hands of a trained
marksman with serious skill, but it also means that talented amateurs (those
with high Deftness) will also be more deadly.
Ashley.
> -----Original Message-----
> From: Dan Davenport [SMTP:danield@flash.net]
> Sent: Sunday, November 05, 2000 7:53 AM
> To: Deadlands
> Subject: [DL] Fannin' and Shootin': Auto -- house rule
>
> It's always been my opinion that the fannin' and (especially) shootin':
> automatics rules are deeply flawed, because they do not reflect the
> increased danger to a target presented by multiple bullets. I would go
> so far as to say that if automatic weapons fire worked as it does in
> Deadlands, automatic weapons might never have been invented.
>
<SNIP Rules Suggestion for Autofire>