Oct 14 2004, 07:35 AM
Post
#1
|
|
|
Target ![]() Group: Members Posts: 16 Joined: 14-October 04 Member No.: 6,760 |
Sorry, this is pretty noobie, but I need to go ahead and get proof of it from an experienced source
Me and my GM had a dispute about recoil and how it works This was only my second real run, and he's been GMing for quite a while ---- Citing SR3, this is what I came up with- Firing a weapon in a pass (pass being each individual round of the combat turn) generates recoil, depending on how you fire it, for that pass ONLY (your recoil will refresh on your next action) These are all standard guns following standard rules (not machine guns or assault cannons or anything with special modifiers) Single Shot weapon is a +0 recoil on the first shot (simple action), +1 on the second (simple action) Burst fire is a +3 on the first burst (simple action), +6 on the second action (simple action) Full-Auto is a +X (complex action), where X = the number of rounds fired Now this is how my GM does it- Firing a weapon in a pass generates recoil, depending on how you fire it, for the ENTIRE combat turn (resets at the start of the next one when everyone rolls initiative) Single Shot is a +1 on the first shot (simple action), +2 on the second (simple action) Burst and Full-Auto stay the same ---- Now onto firing two weapons, once again we both have a disagreement SR3 states "any uncompensated recoil modifers applicable to one weapon also apply to the other weapon." I believe the key word is MODIFIERS, as in modifiers to the target number for having recoil, not recoil itself He believes the total RECOIL of a weapon is applicable to both weapons Here is an example using dual-wield on two UNCOMPENSATED weapons in BURST mode WITHOUT the +2 target to each gun for dual wielding My version: gun A fires a burst, +3 recoil/+3 mod gun B fires a burst, +3 recoil/+6 mod gun A fires a burst +6 recoil/+9 mod gun B fires a burst +6 recoil/+12 mod As you can see recoil is left independent between the two guns, but their modifier for that recoil is added to the other gun's modifier for its recoil His version: gun A fires a burst +3 recoil/+3 mod gun B fires a burst +6 recoil/+6 mod gun A fires a burst +12 recoil/+12 mod gun B fires a burst +21 recoil/+21 mod Recoils in this example are stacked onto each other, so in addition to the +3 for the burst you're firing at that given moment you're also sufferring the current recoil of that gun, and the recoil of the other gun being added onto it in one big number, which is then added back onto the other gun, producing insane amounts of recoil which is even more crippling when combined with the belief that recoil refreshes only at the beginning of each combat turn ---- Now for a single shot example, again, WITHOUT the +2 modifier for dual-wield My version: gun A fires, +0 recoil/+0 mod gun B fires, +0 recoil/+0 mod gun A fires, +1 recoil/+1 mod gun B fires, +1 recoil/+2 mod Gun A on that second firing gets the +1 for the second shot, semi-auto modifier Gun B gets the same penalty for its second shot as well as a +1 for the recoil on gun A I wont bother for an example of his on this one ---- I sincerely thank you if you actually took the time to read through all of this and can give me some clarification, so that our group wont lose another hour over this like it did last session |
|
|
|
Beaman Recoil Question Oct 14 2004, 07:35 AM
Austere Emancipator QUOTE (Beaman)Single Shot weapon is a +0 recoil on... Oct 14 2004, 08:41 AM
Canid13 I agree with Austere Emancipator, you are right ac... Oct 14 2004, 10:47 AM
Austere Emancipator Oh, right, because you fire both the weapons at th... Oct 14 2004, 11:21 AM
OurTeam QUOTE (Beaman)+0 recoil on the first shot (simple ... Oct 14 2004, 01:09 PM
ES_Riddle QUOTE (Canid13) The rules state that uncompensated... Oct 14 2004, 03:33 PM
Beaman Yea, our group has already agreed that both guns a... Oct 14 2004, 04:54 PM
littlesean For the most part I disagree with you GM's int... Oct 14 2004, 10:33 PM![]() ![]() |
|
Lo-Fi Version | Time is now: 28th June 2026 - 09:51 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.