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Firing into Melee
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4391841" data-attributes="member: 19675"><p>Fair enough- Rangers get a bonus.</p><p></p><p>And if I want to play a non-Ranger sniper, I'm still screwed in 4Ed.</p><p></p><p>In 3.X, OTOH, I have many options.</p><p></p><p></p><p></p><p>Not at all.</p><p></p><p>I have owned over 100 RPGs in my time (and even did some playtesting), currently down to around 60 or so. Each has different assumptions and mechanics.</p><p></p><p>My problem is that <em>I dislike</em> 4Ed's assumptions.</p><p></p><p></p><p></p><p>Actually, I have almost no mechanical 3.X HRs. For the most part, the only ones I have are campaign specific ones like "X" race, class, or PrCl doesn't exist in this campaign because it isn't appropriate for the setting.</p><p></p><p>4Ed? For <strong>me </strong>to be satisfied- not to mention the players in my group (all of whom have examined the game)- I'd have to HR firing into melee, alignment, marking, martial dailies, the skill system, multiclassing, designing classes & races that are absent, and a host of other things that escape me at this moment.</p><p></p><p>Heck, there are even threads here about how bad the math is in the skill challenge system is- there's already official errata on that. You'd think they'd get the math right before publishing. ( <a href="http://www.enworld.org/forum/showthread.php?t=236190" target="_blank">http://www.enworld.org/forum/showthread.php?t=236190</a> )</p><p></p><p>Like I said, 4Ed doesn't do what I like.</p><p></p><p></p><p></p><p>Actually, most rounds don't cause much in the way of knockback. You might fall down, but you're not going to be knocked off your feet by most shots. That's largely a cinematic invention.</p><p></p><p>In addition, given that Iron Man's mass is somewhere around 450+lbs when fully armored (Source: Marvel Universe) in a suit with impact-diffusing layers (like you see in RW body armor), you'd see as much knockback from hitting him with a standard (ie, not artillery or a sci-fi round) as you'd see if you shot a wall. He might shrug, yes, but he wouldn't be forced backwards at all.</p><p></p><p></p><p></p><p>It is easy to shoot into melee. It is difficult to hit what you're aiming for in melee.</p><p></p><p>I'm posting from someone else's computer right now, but I actually have some statistical data to the contrary, including data on Go/No-Go reaction times in humans, somewhere around .35 seconds for untrained individuals (IOW, not a sniper or pro-level athlete). It takes about .25 seconds for an arrow to cover 60 feet (around .45 seconds for a thrown projectile going 90 mph).</p><p></p><p>That gives you about .4 seconds of wiggle room for firing an arrow into combat at 60ft, .2 for a thrown projectile. Hesitate, and your ally may be pincushioned. (Half the distance- typical D&D "point-blank" range- and you get twice the wiggle room, naturally.)</p><p></p><p>Factor in (as Go/No-Go research data does) focusing on multiple variables (like multiple targets, some of whom may be targeting <em>you</em>), health & stress level of the tested individual, and even mechanical differences between one weapon and another (some of the data deals with rifles & their trigger weight, projectiles, and bows) can boost those reaction times as much as 50%.</p><p></p><p>...Meaning that the wiggle room an untrained person has firing into melee at 60 feet is essentially nil, and at 30 feet, it may be as little as .2 seconds, even with an arrow.</p><p></p><p>Pro athletes and snipers, OTOH, routinely drop their Go/No-Go reaction times to under .15 sec.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4391841, member: 19675"] Fair enough- Rangers get a bonus. And if I want to play a non-Ranger sniper, I'm still screwed in 4Ed. In 3.X, OTOH, I have many options. Not at all. I have owned over 100 RPGs in my time (and even did some playtesting), currently down to around 60 or so. Each has different assumptions and mechanics. My problem is that [I]I dislike[/I] 4Ed's assumptions. Actually, I have almost no mechanical 3.X HRs. For the most part, the only ones I have are campaign specific ones like "X" race, class, or PrCl doesn't exist in this campaign because it isn't appropriate for the setting. 4Ed? For [B]me [/B]to be satisfied- not to mention the players in my group (all of whom have examined the game)- I'd have to HR firing into melee, alignment, marking, martial dailies, the skill system, multiclassing, designing classes & races that are absent, and a host of other things that escape me at this moment. Heck, there are even threads here about how bad the math is in the skill challenge system is- there's already official errata on that. You'd think they'd get the math right before publishing. ( [url]http://www.enworld.org/forum/showthread.php?t=236190[/url] ) Like I said, 4Ed doesn't do what I like. Actually, most rounds don't cause much in the way of knockback. You might fall down, but you're not going to be knocked off your feet by most shots. That's largely a cinematic invention. In addition, given that Iron Man's mass is somewhere around 450+lbs when fully armored (Source: Marvel Universe) in a suit with impact-diffusing layers (like you see in RW body armor), you'd see as much knockback from hitting him with a standard (ie, not artillery or a sci-fi round) as you'd see if you shot a wall. He might shrug, yes, but he wouldn't be forced backwards at all. It is easy to shoot into melee. It is difficult to hit what you're aiming for in melee. I'm posting from someone else's computer right now, but I actually have some statistical data to the contrary, including data on Go/No-Go reaction times in humans, somewhere around .35 seconds for untrained individuals (IOW, not a sniper or pro-level athlete). It takes about .25 seconds for an arrow to cover 60 feet (around .45 seconds for a thrown projectile going 90 mph). That gives you about .4 seconds of wiggle room for firing an arrow into combat at 60ft, .2 for a thrown projectile. Hesitate, and your ally may be pincushioned. (Half the distance- typical D&D "point-blank" range- and you get twice the wiggle room, naturally.) Factor in (as Go/No-Go research data does) focusing on multiple variables (like multiple targets, some of whom may be targeting [I]you[/I]), health & stress level of the tested individual, and even mechanical differences between one weapon and another (some of the data deals with rifles & their trigger weight, projectiles, and bows) can boost those reaction times as much as 50%. ...Meaning that the wiggle room an untrained person has firing into melee at 60 feet is essentially nil, and at 30 feet, it may be as little as .2 seconds, even with an arrow. Pro athletes and snipers, OTOH, routinely drop their Go/No-Go reaction times to under .15 sec. [/QUOTE]
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