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Problems with firearms?
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<blockquote data-quote="S'mon" data-source="post: 1488920" data-attributes="member: 463"><p>Burst Fire - each burst (of 3 or 5 rounds) has its own Recoil, say 6; you can roll to hit once per burst with a hit being 1d3 or 1d5 actual hits. </p><p></p><p>For full autofire area-saturation you can use the d6 system I discussed previously, roll 1d6 per bullet, each 6 is a hit; Recoil is totalled per 10 bullets & if total recoil exceeds STR remove some d6s prior to roll - eg STR 10 firer fires 2 10-round bursts with recoil 8 each, 8x2=16, so 6 in 10 bullets automatically miss, only 8 d6s are actually rolled.</p><p></p><p>Double Tapping - in the real world double-tapping is used at short range to roughly double the effect of the 2 individual bullet wounds (by creating opposing shock waves within the victim's body). If you want to model it realistically, then it's a Feat where if the firer is within 30' and he hits the target with 2 consecutive shots, the total damage is doubled. I would restrict it to handguns only.</p><p></p><p>Myth of the gun - as I've advocated previously, a single small-calibre bullet certainly ought to be less damaging on average than a hit by a big melee weapon, composite longbow arrow, & such. Yet it's certainly true that guns are more lethal than melee weapons - in the UK because guns are rare, psychos on killing sprees often have to use katanas or machetes. They rarely kill more than 1-2 people on a spree, whereas those with access to guns often kill a dozen or more. In d20 it's very easy to create a high-level warrior who does enormous damage with a melee weapon, power-attacking et al. The way to do the same with a handgun is to fire a lot of bullets in a short period of time.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1488920, member: 463"] Burst Fire - each burst (of 3 or 5 rounds) has its own Recoil, say 6; you can roll to hit once per burst with a hit being 1d3 or 1d5 actual hits. For full autofire area-saturation you can use the d6 system I discussed previously, roll 1d6 per bullet, each 6 is a hit; Recoil is totalled per 10 bullets & if total recoil exceeds STR remove some d6s prior to roll - eg STR 10 firer fires 2 10-round bursts with recoil 8 each, 8x2=16, so 6 in 10 bullets automatically miss, only 8 d6s are actually rolled. Double Tapping - in the real world double-tapping is used at short range to roughly double the effect of the 2 individual bullet wounds (by creating opposing shock waves within the victim's body). If you want to model it realistically, then it's a Feat where if the firer is within 30' and he hits the target with 2 consecutive shots, the total damage is doubled. I would restrict it to handguns only. Myth of the gun - as I've advocated previously, a single small-calibre bullet certainly ought to be less damaging on average than a hit by a big melee weapon, composite longbow arrow, & such. Yet it's certainly true that guns are more lethal than melee weapons - in the UK because guns are rare, psychos on killing sprees often have to use katanas or machetes. They rarely kill more than 1-2 people on a spree, whereas those with access to guns often kill a dozen or more. In d20 it's very easy to create a high-level warrior who does enormous damage with a melee weapon, power-attacking et al. The way to do the same with a handgun is to fire a lot of bullets in a short period of time. [/QUOTE]
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