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General Tabletop Discussion
*TTRPGs General
Any RPG systems have good Firearms rules and feel ?
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<blockquote data-quote="S'mon" data-source="post: 1127620" data-attributes="member: 463"><p>The best firearms system I know was the one used in 2nd ed Twilight 2000 (and to a lesser extent in Traveller: The New Era). It did 2 important things:</p><p></p><p>1. It took account of weapon recoil. Bigger isn't always better.</p><p></p><p>2. It treated autofire realistically as a 'spray' effect rather than the 'full auto sniper' effect of most systems, each bullet was rolled for individually, but in T2000 each simply hit on a '6' on a d6. Cover, range and recoil led to a certain number of automatic misses, reducing the number of d6s rolled. For point-blank fire you could rule bullets hit on a 4+ or 5+ on d6.</p><p>I found this to be an excellent system that produced much more realistic results than other systems, I used it successfully in my AD&D/Cyberpunk crossover game.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1127620, member: 463"] The best firearms system I know was the one used in 2nd ed Twilight 2000 (and to a lesser extent in Traveller: The New Era). It did 2 important things: 1. It took account of weapon recoil. Bigger isn't always better. 2. It treated autofire realistically as a 'spray' effect rather than the 'full auto sniper' effect of most systems, each bullet was rolled for individually, but in T2000 each simply hit on a '6' on a d6. Cover, range and recoil led to a certain number of automatic misses, reducing the number of d6s rolled. For point-blank fire you could rule bullets hit on a 4+ or 5+ on d6. I found this to be an excellent system that produced much more realistic results than other systems, I used it successfully in my AD&D/Cyberpunk crossover game. [/QUOTE]
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Any RPG systems have good Firearms rules and feel ?
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