Any RPG systems have good Firearms rules and feel ?

buzzard said:
Did you miss the aspect of D20 where most everything is handled cinematically? Do you wish to actually have a claim that D20 is granular enough to make a good model for reality? Are you making a case that D20 modern isn't cinematic?

You repeatedly deny invoking strawmen then you gleefully go about doing it again.

If you agree everything is cinematically handled in d20 (well ignore for the moment that this is entirely dependant upon implementation), then why are you arguing with me in the first place?

No, I don't think d20 modern isn't cinematic, I never said that. Another strawman. But it is certainly less cinematic than spycraft.

I have said again and again to deaf ears that at best you can model reality, assuming the constraints of D20, to only a certain degree. That degree is that only heavier caliber handguns can kill in a single shot (to be more specific, knock below 0 wound or hp). It is a native fixture of the model. You don't seem to care about this. In fact you are deliberately oblivious to my points on the subject.

Oh, I understand this claim. It's just that I think that it does not match reality well, and the only refutation you have provided for it is anecdotes.

You also show a limited understanding of Spycraft rules.
If a squad of minions open fire on you, and they hit (which is rather an important distinction of course, but one independant of Spycraft since in D20 defense is all about the same), you will go down, depending on your level. I am assuming first level since that is more appropriate to discussion of weapon lethality.

How convenient of you to assume first level. If you inject your assumptions which I am obviously not using, then how is that me having a "limited understanding of spycraft." It's not. It's you slanting the example.

Further, attacking my supposed knowledge of spycraft is ad hominem, another invalid argument technique.

If any person in the world can stand up to a hail of bullets and not only have a good chance of surviving, but expect to survive, the model is cinematic. A 20th level agent can do just that. Ergo, the model is cinematic.

If someone holds a gun to your head, there are rules for that situation. It is akin to a coup de grace in D&D. You don't need action dice to resolve that being lethal.

There are rules for that situation, but they are cinematic rules. The SEH only allows you to use the CDG rules outside of the normal requirement of the target being helpless if you use the "dangerous situation" rule on page 179 of the SEH. This requires you to expend an action dice.
 

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Rashak Mani said:
d20 based systems that are good with firearms would be Spycraft then ?

Only one person specifically mentioned... but even games like shadowrun seemed to deal inadequately with burst and autofire issues. Wrong feeling at least to me. (3rd ed Shadowrun... dont know 4th Edition yet.)

Rashak, I am putting the finishing touches on my Firearms rules for Grim Tales. I will pop in here and post a link to the preview when it is available for download.

The rules are based on d20 Modern, Spycraft, a bit of common sense, and an eye for a balance between realistic and cinematic (also known as "fun.")


Wulf
 

Although this thread has drifted badly from the poster's original question, I will restate that Savage Worlds has an exellent -if somewhat cinematic- appproach to firearms. It handles such issues as called shots, autofire, suppressive fire, aiming, firing from vehicles/horseback and heavy weapons quite easily and without slowing combat down appreciably (A major weakness of GURPS, imho).

It's cinematic in the sense that PCs have several ways to avoid getting hit and taking too much damage (players get "bennies" which allow roll-overs, etc.), but a gun can kill in a shot if the PC is out of bennies and out of luck.

SW has replaced d20 as my system of choice for all genres, modern to fantasy and with good reason; it ROCKS. :)
 

Psion said:
You repeatedly deny invoking strawmen then you gleefully go about doing it again.

If you agree everything is cinematically handled in d20 (well ignore for the moment that this is entirely dependant upon implementation), then why are you arguing with me in the first place?

No, I don't think d20 modern isn't cinematic, I never said that. Another strawman. But it is certainly less cinematic than spycraft.

OK, we understand that D20 is almost all incarnations is cinematic at high levels. I'll have a little modeling discussion to explain some of the aspects of that later.

Psion said:
Oh, I understand this claim. It's just that I think that it does not match reality well, and the only refutation you have provided for it is anecdotes.

Spycraft damage for small calibers matches better than D20 Modern. That is my implication. If you have a beef with small caliber weapons in Spycraft, do you also have a beef with the lethality of knives in D20 modern? A d4 will not likely kill anyone, however, many people die from stab wounds.

Psion said:
How convenient of you to assume first level. If you inject your assumptions which I am obviously not using, then how is that me having a "limited understanding of spycraft." It's not. It's you slanting the example.

Now this takes your arguments into left field. A 20th level spycraft character is much more able to be killed than a D20 Modern character. Ever heard of wound points vs. hit points? At least if you crit a 20th level Spycraft character you have a chance of killing him right out. A D20 Modern of 20th level cannot be killed by a gun, under roughly any circumstances (yes, there are massive damage
rules, but by that level, you will likely make the fort save in all cases).

If you think that using level one people slants the example, then you are plain nuts. Any high level person in a D20 system game is beyond human, therefore using them for comparison for realistic weapon damage is simply inane.

I have stated that you have to take into account the limitations of the system before you consider things. You seem unwilling to do this.

Psion said:
Further, attacking my supposed knowledge of spycraft is ad hominem, another invalid argument technique.

You have repeatedly made errors in claims about Spycraft. What else am I to believe? Oh, I suppose calling you on errors is an ad hominem. You have a perchant for using works incorrectly as a defense. I would reccomend arguments backed by facts as a different tack.

Psion said:
If any person in the world can stand up to a hail of bullets and not only have a good chance of surviving, but expect to survive, the model is cinematic. A 20th level agent can do just that. Ergo, the model is cinematic.
Psion said:
Using a 20th level character as an example for anything in the way of realism is utterly specious. I am astonished that a person with any intellegence would do so.

Psion said:
There are rules for that situation, but they are cinematic rules. The SEH only allows you to use the CDG rules outside of the normal requirement of the target being helpless if you use the "dangerous situation" rule on page 179 of the SEH. This requires you to expend an action dice.

As I recall action dice are a fundamental mechanic of the game. Their required use does not invalidate the presence of the rule. Rather like using an action die is required to jam a weapon. This does not imply that weapons cannot jam.

Though now it is time for modelling 101, since you appear to be ignorant about how models are constructed and used. That is the central aspect to this discussion (in spite of your oft bandied words of strawman and ad hominem).

Say I want to cast a block of aluminum in a mold. Pretty simple stuff you would think. However, I need to know how much shrinkage there will be when I do this so I can design an appropriate feed system so the block has the right shape at the end, and the part doesn't require a bunch of machining after casting which would drive up the cost.

How do I do this? Do I try to simulate all aspects of solidifcation, heat transfer and fluid flow to make sure I can predict everything. Well I certainly can do that, but it is much more demanding on time and the expense of the modelling software. This I make decisions at the outset as to what I really need. Do I need to figure out the porosity of the final casting? Do I care how much of the microstructure is columnar or equiaxed? Do I need to understand local solidifcation conditions down to a very small size?

All of these question must be considered, and then you decide on a mesh size, what physics model to use, and what starting conditions you wish to run with.

For a shrinkage calculation you can often get away with just a heat transfer/solidification calculation. Because of the lack of fluid flow you have to choose a heat transfer approximation which compensates for convective heat transfer, and you probably have to make it temperature dependent. So you choose your model and you run with it. It predicts where the solidification voids will be, and you introduce feed system which keep those areas supplied with liquid aluminum until the block is fully cast, thus avoiding the problem.

Then, someone comes in and wants you to predict where the transition from columnar to equiaxed solidification occurs. You tell him that the model can't do that. If he then tells you that the model is unrealistic, would he be wrong? I mean you certainly did use a very approximate method when you subbed in the heat transfer numbers, but you simply couldn't simulate the fluid flow, and didn't need to. This could be called cinematic casting simulations, though quick and dirty would probably be more accurate.

Now that I have confused everyone, let me explain the relevance.

D20 is a model of reality. It is not very granular. It is quick and dirty. It could also be seen as cinematic, but that is a different aspect of the rules than the base mechanic in many ways.

In D20 the 'mesh size' is such that killing can only be done in the space of a 1 minute kill. This is the nature of the model. While there are certainly wounds in reality which can kill you that take longer than that, the D20 mesh cannot predict those wounds, and therefore keeps them from being potentially lethal. Those are the starting assumptions of the model. Once you have made those assumptions, you have to accept these limitations as to what is really predictable.

In D20 a dagger pretty much can't kill someone(OK it can on a crit). Many knife wounds kill people, and in a lot of cases this is due to internal bleeding. D20 does not simulate this. This is akin to asking my shrinkage model to predict microstructure. It simply can't. It is a level of detail which is outside the bounds of the system. That is not an issue of cinematic vs. realistic, it is an inherent issue of model complexity.

So now, back to guns. The problem with the D20 Modern numbers on small caliber weapons is that it is high enough to drop people right off the bat. This is an extremely unlikely occurance. Yes, it can happen, but my knowledge on the subject says its a much smaller chance than is within the granularity of the probability system. Of course your thirst for "real numbers" questions my view, and that's fine. I will justify my position momentarily (probably not to your satisfaction, but I get the impression that you only derive satisfaction from screaming about strawmen). I would question whether or not it is even possible to obtain information on the subject at had. Unless you managed some rather twisted experiment to find out how many people dropped unconscious immediately after the first shot under controlled conditions, then you cannot likely collect any convincing evidence.

But, back to my justification for caliber damage numbers.
First we have to accept the premise that pistols aren't all that deadly. It is a fact that far more people are shot by handguns and survive than die. If you require a cite for this, I suppose I could dig one up, but this is common knowledge. Rifles are more deadly (in general) than handguns. This is why the average grunt is issued a rifle and not a pistols (range is also an issue of course). Armies generally aren't stupid.

This leads to some considerations which we must make that have to fit our mesh. First of all the majority of pistol shots shouldn't kill people(immediately). Second, different calibers ought to do different damage since police departmens, gun enthusiasts, and special ops teams choose different calibers for different reasons.

If we look at D20 modern, there are very few damage categories.
you have 2d4, 2d6, 2d8 2d10 and 2d12. This provides for an increase in average damage of 2 for the increases (5,7,9,11,13). This covers the whole range from .25 ACP (a bad joke of a caliber) to the .50 BMG. Assuming we have 1st level people with 6 HP (reasonable methinks, since we need to have the model apply to normal people, otherwise we are being silly), then the majority of shots with any firearm except the low end (even those will disable 6 in 16), is enough to immediately drop someone. This does not reflect reality. Pistols simply aren't that effective.

Also because of the compacted range of damage options, differentiation between calibers is absent. A 9mm is a .40 cal, is a .45 is a 10mm. This has nothing to do with reality. The FBI adopted the 10mm because the 9mms proved inadequate in stopping power. The US SOCOM choose to have a pistol in .45 ACP since they decided that they needed more stopping power than a 9mm, which is the standard sidearm. In D20 Modern, there is no difference whatsoever.

This is a unnecessary lack of granularity. If this were the case, everyone would use a 9mm since you can carry more bullets. You will find that most police departments have been moving from the 9mm to higher calibers in search of more effectiveness. This aspect of reality ought to be considered. In Spycraft it is, in D20 Modern, it is not.

Let's look at the comparative power of different calibers, specifically .22 LR (the most powerful of the small caliber cartidges, though the .32 is sort of comparable). It fires a 40 grain bullet at maybe 1200 fps (from a rifle, less from a pistol). That's 173 joules of energy in a wound channel of .04 square inches cross section(yes, I know I'm mixing units, but energy is easier in metric).

Now let's compare this to my cartridge of choice, the .45 ACP.
It fires a 230 grain bullet at about 900 fps. This gives us 562 joules. The wound channel will be .16 square inches in cross section.

Thus we have about three times the muzzle energy, and about four times the wound size,and we do an average of two more points of damage. That doesn't work for me. Now granted, the max damage is 50% greater, but even that doesn't convince me.

How can this be resolved? Well I suppose you could up the damage of the .45 some more, but then we will have pistols probably being lethal beyond reality. Otherwise we can drop the damage at the low end. Of course we lose lethality for those weapons, but considering that their lethality is probably not reasonably reflected in our mesh size, I don't consider that much of a loss.

Though, as an aside, someone else mentioned shock. This is certainly a valid consideration, since most people drop from shock when injured. However shock is as much of a threat if I stick a knife in you as if I shoot you, so this should not enter into a considering of damage by caliber. Shock is also a rather varaible occurance, and won't necessarily set in immediately. Thus it isn't modelled generally in D20. It would be more appropriately done as a rule where if you are wounded you make a fort save to avoid shock. In the Pulp D20 game we play around here, everyone makes a fort save once they take wound damage or are rendered unconscious. This is a decent way of modelling shock IMHO.

Now of course you, Psion, are just going to disregard everything I just said and calculated, and yammer about strawmen, but I figured someone else might profit from the information.

buzzard
 

I actually like d20 Modern for a cinematic game. If you're not worried about being absolutely true-to-life, it plays well and reasonably does what you'd expect.

Same with Shadowrun. That game is sooooo much fun during firefights. The first and second editon were pretty bad, but third edition makes gunfights just about right. The only problem is, no one carrys light firearms... it's all high-caliber pistols or worse. :D
 

Rashak Mani said:
d20 based systems that are good with firearms would be Spycraft then ?

Only one person specifically mentioned... but even games like shadowrun seemed to deal inadequately with burst and autofire issues. Wrong feeling at least to me. (3rd ed Shadowrun... dont know 4th Edition yet.)

I like Spycraft because the people working on it have gone to some trouble to actually accomodate people who are gun enthusiasts with a wide variety of options that are actually different. D20 Modern pretty much makes a wide swath of guns and calibers identical. The auto rules are OK, and there are some decent rules for cover fire, supressive fire and strafing. It also has a large host of feats by which you can customize your firearm abilities. It has mechanics which can be seen as cinematic, but many of there are optional (takedown for example). It is certainly not perfect, but as D20 goes, it's pretty good

buzzard
 

Rashak Mani said:
I am playing Fallout Tactics game and I really wish to roleplay some game with similar "feel". Still my impression is that d20 is woefully inadequate for firearm games and feel. Am I wrong ?

What game do you think has the best old or modern firearms rules and feeling ? Give a hint at why.

Just to get back to the original question, Fallout Tactics is based on the GURPS system.

Games like GURPS and Cyperpunk 2020 are "bullet time" games that are great "simulations". Unfortunately, the 1 second turns hamper role-playing and make for very long combats. d20 tends to abstract a lot to allow for faster gameplay.

Depends on which style you wish to play.

Andargor
 

Kesh said:
I actually like d20 Modern for a cinematic game. If you're not worried about being absolutely true-to-life, it plays well and reasonably does what you'd expect.

My main gripe with Modern is the burst and autofire rules. They are so simple they cease to be fun.

Spycraft does a much better job, I think-- especially with autofire/strafe.


Wulf
 

Psion said:
GURPS has some nice points if you are looking for gritty deadly, but I think it totally overestimates the effectiveness of firearms as compared to other deadly implements. Someting like 7d damage for modern firearms where a greatsword does like 2d. I would agree firearms have greater penetration and damage, but that many more dice and that much more of a chance of killing an urarmored target? I don't think so.

7d? Maybe once you get to some of the high powered rifles. Handguns are generally 1 or 2 dice. Also, do not forget the blow-through rules, which are absolutely critical when you're using GURPS firearms if you want any kind of "realism".

J
 


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