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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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.
Community
General Tabletop Discussion
*TTRPGs General
[Spycraft] Bursts, Autofire, and You
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="Kannik" data-source="post: 336008" data-attributes="member: 984"><p>Greets everyone,</p><p></p><p>Playing Spycraft right now, and the autofire and burst rules are leaving me with a scuzzy feeling. I guess you could say I don't like them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> They're poorly worded and inconsistant with each other. As a temporary fix, our group will run bursts like a half-action Autofire with one 3 shot burst (and autofire isn't a bunch of bursts, is one long fire, but same game mechanics).</p><p></p><p>However, I desire something more... accurate.</p><p></p><p>A 3 shot burst in most weapons is fast enough that the last bullet is leaving the barrel just as the recoil starts to spoil your aim*. Given that, I can see something akin to a -1 overall to hit, and a 'one hit per 4 over' sort of rule.</p><p></p><p>But autofire makes no sense to me. Say I shoot half a clip -- 15 rounds. My FIRST bullet suffers a -5 to hit just because LATER on recoil is going to spoil my aim? Huh? I know physics work differently in spy games, but in that case there is no recoil <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>So. Here's my suggestion, or rather, here's something I propose that isn't worked out yet but I hope that you can help me formulate into something workable }:></p><p></p><p>For autofire -- choose about how much of a burst you'd like to fire off. Roll your attack roll vs Target Defence. To determine hits, first shot hits on number required, next one hits on 2 higher, next on 3 higher than that (5 total), next on 4 higher than that (9 total), etc. Thus...</p><p></p><p>Target Defence: 10</p><p>bullet: 1 2 3 4 5 6 7 8 etc..</p><p>Roll to hit: 10 12 15 19 24 30 37 45 etc..</p><p></p><p>Also, perhaps bonuses due to high strength or skill, for control.</p><p></p><p>Compared to Spycraft Standard rules -- lets say that the above was a 15 shot autofire (-5 to hit)</p><p></p><p>1 2 3 4 5 6 7 8</p><p>15 19 23 27 31 35 39 43</p><p></p><p>So, the proposed system certainly is deadlier, though if you're rolling REALLY hot, you'll actually hit with less (at 8 bullets or more, in this case). This also illustrates that long bursts in Spycraft standard rules are completely and utterly useless unless its a totally stationary object. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>3-round burst fire could be handled in the same way.</p><p></p><p>Another option might be to have a roll in some way to see if one loses control of the weapon during autofire -- but it seems to be adding to many rolls.</p><p></p><p>I appologize for the unstructured nature of this post }:> What think all of you of this idea, or, any other suggestions for unifying burst and autofire under one set of rules and 'realistic' effects?</p><p></p><p>Kannik</p><p></p><p>* - Note that my presumption about 3 round bursts comes from a review</p><p>of the Baretta 93R, where the article writer made this claim. Also,</p><p>I've read that some weapons (such as the Baretta PM-12S (hmm, didn't</p><p>realize they were both Barettas when I pulled out these examples <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />)</p><p>are actually somewhat managable in full-auto fire...</p></blockquote><p></p>
[QUOTE="Kannik, post: 336008, member: 984"] Greets everyone, Playing Spycraft right now, and the autofire and burst rules are leaving me with a scuzzy feeling. I guess you could say I don't like them :P They're poorly worded and inconsistant with each other. As a temporary fix, our group will run bursts like a half-action Autofire with one 3 shot burst (and autofire isn't a bunch of bursts, is one long fire, but same game mechanics). However, I desire something more... accurate. A 3 shot burst in most weapons is fast enough that the last bullet is leaving the barrel just as the recoil starts to spoil your aim*. Given that, I can see something akin to a -1 overall to hit, and a 'one hit per 4 over' sort of rule. But autofire makes no sense to me. Say I shoot half a clip -- 15 rounds. My FIRST bullet suffers a -5 to hit just because LATER on recoil is going to spoil my aim? Huh? I know physics work differently in spy games, but in that case there is no recoil :P So. Here's my suggestion, or rather, here's something I propose that isn't worked out yet but I hope that you can help me formulate into something workable }:> For autofire -- choose about how much of a burst you'd like to fire off. Roll your attack roll vs Target Defence. To determine hits, first shot hits on number required, next one hits on 2 higher, next on 3 higher than that (5 total), next on 4 higher than that (9 total), etc. Thus... Target Defence: 10 bullet: 1 2 3 4 5 6 7 8 etc.. Roll to hit: 10 12 15 19 24 30 37 45 etc.. Also, perhaps bonuses due to high strength or skill, for control. Compared to Spycraft Standard rules -- lets say that the above was a 15 shot autofire (-5 to hit) 1 2 3 4 5 6 7 8 15 19 23 27 31 35 39 43 So, the proposed system certainly is deadlier, though if you're rolling REALLY hot, you'll actually hit with less (at 8 bullets or more, in this case). This also illustrates that long bursts in Spycraft standard rules are completely and utterly useless unless its a totally stationary object. :P 3-round burst fire could be handled in the same way. Another option might be to have a roll in some way to see if one loses control of the weapon during autofire -- but it seems to be adding to many rolls. I appologize for the unstructured nature of this post }:> What think all of you of this idea, or, any other suggestions for unifying burst and autofire under one set of rules and 'realistic' effects? Kannik * - Note that my presumption about 3 round bursts comes from a review of the Baretta 93R, where the article writer made this claim. Also, I've read that some weapons (such as the Baretta PM-12S (hmm, didn't realize they were both Barettas when I pulled out these examples :P) are actually somewhat managable in full-auto fire... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[Spycraft] Bursts, Autofire, and You
Top