Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Changing recoil
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Aussiegamer" data-source="post: 2890424" data-attributes="member: 19601"><p>Any thoughts? </p><p></p><p>This is an extension of the other recoil system already in place.</p><p></p><p>Recoil</p><p></p><p>Most modern range weapons have “Recoil”. Which is the movement of the gun due to the expulsion of the ballistic round from the chamber or force of the energy being released.</p><p>Normally the higher the damage potential the higher the recoil. A weapon’s usefulness is affected by the character’s ability to withstand that “Kick” of the gun.</p><p></p><p>Recoil Factor (RF)</p><p>This is the recoil number of the weapons attack. Even a single round can cause the RF to breach the creature’s Strength ability (Not its mod score). </p><p></p><p>Unstable</p><p>When the RF is higher than the character’s Strength, the weapon is deemed to be unstable. This affects, depending on type of attack, its accuracy / damage potential.</p><p></p><p>Mod Table:</p><p>RF Range/ Strength Range/ Semi: Accuracy/ Auto: Accuracy/ Damage</p><p>1/ Str+1 to 2xStr / -2 this shoot/ -4/ -10% this burst</p><p>2/ (2xStr)+1 to 3xStr/ -4 this shoot/ -8/ -20% this burst</p><p>3/ (3xStr) +/ -8 this shoot/ -16/ -40% this burst</p><p></p><p>Recovery from Unstable</p><p>There are several ways to reset the RF back to “0” after a FRA, or any automatic fire (SA or FRA). </p><p>The character can use a “Steady” action. This is a MEA and grants a benefit of +2 initiative next round as well. </p><p>Or not fire the weapon for 1 full round.</p><p></p><p>Stacking</p><p>All attacks, in a combat go, stack together. </p><p>A Double Tap attack counts as 2 separate attacks, thus the RF stack.</p><p></p><p>Carried over RF</p><p>RF for any “Full Round Attack”, carry over into the next combat round. </p><p>Any Automatic attacks, SA or FRA, carry over into the next round combat go.</p><p></p><p>Examples:</p><p>1. A creature with a Str score of 10 fires a single shoot, SA, from a gun with a RF of 6. As the RF is below the Str score of 10 it has no affect. </p><p>· 1st attack RF: 6 (No affect)</p><p>Note: As this was a SA and not automatic, the (6) RF doesn’t carry over to the next rounds RF.</p><p></p><p>2. A creature with a Str score of 10 fires a double tap attack a gun with a RF of 6. </p><p>Since a double tap is considered as separate attacks then:</p><p>· 1st attack RF: 6 (No affect)</p><p>· 2nd attack (Double tap) RF: 12 (RF range 1: Semi: This attack has a modifier of –2 accuracy)</p><p>Note: As this is considered a SA then the RF does not carry over to the character’s next go.</p><p></p><p>3. A creature with a Str score of 10 fires a burst from a gun with a RF of 6. As the RF is below the Str score of 14 it has no affect. If the creature has three attacks, and fires the gun three times as a FRA. </p><p>· 1st attack RF: 6 (No affect)</p><p>· 2nd attack RF: 12 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)</p><p>· 3rd attack RF: 18 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)</p><p>Note: As this was a FRA and automatic, the RF of 18 will carry over as the start RF for the character’s next go.</p><p></p><p>4. A creature with a Str score of 10 fires an automatic burst from a gun with a RF of 6. As the RF is below the Str score of 10 it has no affect. The character does not “Steady” the weapon next round before firing again, thus the (6) RF carries over from last round. </p><p>· 1st round attack RF: 6 (No affect)</p><p>· 2nd round attack RF: 12 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)</p><p>Note: As this was an automatic attack, the RF of 12 will carry over as the start RF for the character’s next go.</p><p></p><p>5. A creature with a Str score of 10 fires a single shoot from a gun with a RF of 6. Then drops the gun, quick drawing a machine-gun and fires a burst with a RF of 8. </p><p>· 1st attack RF: 6 (No affect)</p><p>· 2nd attack RF: 14 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)</p><p>Note: As this was a FRA and an automatic attack, the RF of 14 will carry over as the start RF for the character’s next go.</p><p></p><p>6. A creature with a Str score of 10 goes crazy and fires 4 bursts using a gun with a RF of 8</p><p>· 1st attack RF: 8 (No affect)</p><p>· 2nd attack RF: 16 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%)</p><p>· 3rd attack RF: 24 (RF range 2: Auto: This attack has a RF modifier of –8 accuracy and damage is reduced by 20%)</p><p>· 4th attack RF: 32 (RF range 3: Auto: This attack has a RF modifier of –16 accuracy and damage is reduced by 40%)</p><p>Note: As this was a FRA, the RF of 32 will carry over as the start RF for the character’s next go.</p></blockquote><p></p>
[QUOTE="Aussiegamer, post: 2890424, member: 19601"] Any thoughts? This is an extension of the other recoil system already in place. Recoil Most modern range weapons have “Recoil”. Which is the movement of the gun due to the expulsion of the ballistic round from the chamber or force of the energy being released. Normally the higher the damage potential the higher the recoil. A weapon’s usefulness is affected by the character’s ability to withstand that “Kick” of the gun. Recoil Factor (RF) This is the recoil number of the weapons attack. Even a single round can cause the RF to breach the creature’s Strength ability (Not its mod score). Unstable When the RF is higher than the character’s Strength, the weapon is deemed to be unstable. This affects, depending on type of attack, its accuracy / damage potential. Mod Table: RF Range/ Strength Range/ Semi: Accuracy/ Auto: Accuracy/ Damage 1/ Str+1 to 2xStr / -2 this shoot/ -4/ -10% this burst 2/ (2xStr)+1 to 3xStr/ -4 this shoot/ -8/ -20% this burst 3/ (3xStr) +/ -8 this shoot/ -16/ -40% this burst Recovery from Unstable There are several ways to reset the RF back to “0” after a FRA, or any automatic fire (SA or FRA). The character can use a “Steady” action. This is a MEA and grants a benefit of +2 initiative next round as well. Or not fire the weapon for 1 full round. Stacking All attacks, in a combat go, stack together. A Double Tap attack counts as 2 separate attacks, thus the RF stack. Carried over RF RF for any “Full Round Attack”, carry over into the next combat round. Any Automatic attacks, SA or FRA, carry over into the next round combat go. Examples: 1. A creature with a Str score of 10 fires a single shoot, SA, from a gun with a RF of 6. As the RF is below the Str score of 10 it has no affect. · 1st attack RF: 6 (No affect) Note: As this was a SA and not automatic, the (6) RF doesn’t carry over to the next rounds RF. 2. A creature with a Str score of 10 fires a double tap attack a gun with a RF of 6. Since a double tap is considered as separate attacks then: · 1st attack RF: 6 (No affect) · 2nd attack (Double tap) RF: 12 (RF range 1: Semi: This attack has a modifier of –2 accuracy) Note: As this is considered a SA then the RF does not carry over to the character’s next go. 3. A creature with a Str score of 10 fires a burst from a gun with a RF of 6. As the RF is below the Str score of 14 it has no affect. If the creature has three attacks, and fires the gun three times as a FRA. · 1st attack RF: 6 (No affect) · 2nd attack RF: 12 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%) · 3rd attack RF: 18 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%) Note: As this was a FRA and automatic, the RF of 18 will carry over as the start RF for the character’s next go. 4. A creature with a Str score of 10 fires an automatic burst from a gun with a RF of 6. As the RF is below the Str score of 10 it has no affect. The character does not “Steady” the weapon next round before firing again, thus the (6) RF carries over from last round. · 1st round attack RF: 6 (No affect) · 2nd round attack RF: 12 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%) Note: As this was an automatic attack, the RF of 12 will carry over as the start RF for the character’s next go. 5. A creature with a Str score of 10 fires a single shoot from a gun with a RF of 6. Then drops the gun, quick drawing a machine-gun and fires a burst with a RF of 8. · 1st attack RF: 6 (No affect) · 2nd attack RF: 14 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%) Note: As this was a FRA and an automatic attack, the RF of 14 will carry over as the start RF for the character’s next go. 6. A creature with a Str score of 10 goes crazy and fires 4 bursts using a gun with a RF of 8 · 1st attack RF: 8 (No affect) · 2nd attack RF: 16 (RF range 1: Auto: This attack has a RF modifier of –4 accuracy and damage is reduced by 10%) · 3rd attack RF: 24 (RF range 2: Auto: This attack has a RF modifier of –8 accuracy and damage is reduced by 20%) · 4th attack RF: 32 (RF range 3: Auto: This attack has a RF modifier of –16 accuracy and damage is reduced by 40%) Note: As this was a FRA, the RF of 32 will carry over as the start RF for the character’s next go. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Changing recoil
Top