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Old 02-18-2020, 12:07 PM
swaghauler swaghauler is offline
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Originally Posted by WussyDan View Post
Sorry, not trying to be dense, but I'm still not clear on what the "x16" or "x4" is telling me in your rules, nor the "5x" in the standard rules.
If you are looking at the shotguns' MEDIUM RANGE BUCKSHOT ROF, you are looking at the NUMBER OF SHOTS/ACTIONS PER ROUND (the 1st #) multiplied by the number of D6s accounted for by the 00 PELLET LOADING (the 2nd #). This is the number of To Hit rolls you will have at medium range using a 00 Buckshot loading in a single combat round.

My issue with the 10D6 rating is that most 00 buckshot loadings are 9-pellet or 8-pellet loads for standard pressure loadings and 12-pellet loadings for 2.75" Magnum Loadings. 3" Magnum loads run up to 15 pellets and 3.5" hulls will have up to 18 pellets in them (the same as 10 gauge loads).

Just a word of warning about the RAW Initiative/Actions system. You will need DOZENS of D20s and drive yourself crazy running the RAW rules where a person can fire ALL FIVE shots (OR EVEN FIVE BURSTS) at once during their turn. Also, Initiative 6 and 5 PCs will be able to wipe out ENTIRE SQUADS on their turns using Burst Fire.
I modified the RAW Initiative to help both issues. On my lightly modified RAW Initiative, I actually give my players a number of "chips" equal to their INITIATIVE SCORE. I use poker chips but you can use any marker (pennies, checkers pieces, paper chits, etc...). I then have each participant in a firefight surrender one chip on EACH PHASE [of the 6 Phases] and fire ONE BURST or ONE SHOT (I allow semi's two shots) in each PHASE. In essence, I treat each of the 6 Phases as a "1-second mini round." By having the fire broken down by phase, it...

1) Reduces the number of To Hit dice you need for an attack.
2) It reduces the "lethality" of Initiative 6 PCs by interspersing their shots among the rest of the combatants in a fight.
3) It helps hold the interest of the players because each PC is taking an action on EACH PHASE once their Initiative Point (their 1 to 6 score) is reached.
4) It helps the GM keep count of time IF you make every COMBAT ROUND 6 seconds long (instead of 5 seconds) and count each INITIATIVE STEP as 1 second's worth of activity. This is particularly good for the 5-second delays of Frag Grenades or explosive-delay timers.

If you want more information on my take on fire rates, just reference Admiral Lee's thread "Thought's on Initiative," There are a number of good options from the Forum Members posted there.
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