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[HOE] Shotguns and auto fire.
First off let me say that I really like Pinnacle's rules for burst
fire/auto fire weapons.
Suppresive fire rules from Waste Warrior only made it better.
My group did make one change (stolen from BNW):
Each bullet/slug/whatever after the first that is fired in a burst lets
the shooter roll one extra skill die. So if someone with a 3d8 shootin
fires a 3-round burst she rolls 5d8 (3d8 for skill, +1 for second bullet
in burst, +1 for third).
This means that burst fire helps poor shootists to hit, as in the real
world (the difference between rolling 1d8 to hit and 3d8 is significant).
but if you're already an expert shot it doesn't matter that much (the
difference between 5d12 and 7d12, odds wise is MUCH less significant).
Anyway...
The one place where I see these rules kinda failing apart is with
double-barreled shotguns. Just giving them ROF of 2 doesn't really work,
because it's really not that hard to hit with the second barrel (you need
a raise). There's no real "kick" to worry about because by the time you
feel the kick (and you WILL feel it) both shots are out of the gun. Plus
the two slugs are right next to each other so it's going to be near
impossible to hit with one and miss with the other. If it's a shot shell
(pellets) then it's all just one cloud anyway.
So what do you think?
- A single success means both shots hit (all or nothing)?
- A base 5 means one shot hit and a 6+ means both did (that way there is
some small chance of only hitting with 1 shot)?
- You still need a raise to hit with the second shot, but firing both
barrels gives you an additional +2 to hit? What about for slugs?
- Leave it the way it is? (don't like this one, but have to include it for
fairness :)
Theo McGuckin - SysAdmin, JLab
"A brave man loves the feel of nature on face."
"But a wise man knows when to come in out of the rain!"