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> Speed Shooting, an exhibition shooting technique
crash2029
post Nov 5 2007, 07:11 AM
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The other night I was watching Sharshooters on the History channel (for the second time) and one of my players decided he really wanted his character for my next game to have been a former exhibition shootist. So he made sure he got a customized Manhunter (double cost, extensive trigger work), took the armory skill, took all the required skills and gear and said to me "How am I going to do speed shooting in combat?" Well I thought for a few minutes and I came up with something. Now as background on the show there was a guy who could draw a pair of revolvers and empty them in a target accurately in under a second. Yep under a second. Accurately. Looked like he was using an smg or something. Well I was thinking and I came up with something Jason (my player) could live with. I created a new skill called speed shooting. Linked to agility, specializations in pistols and longarms. Basically it allows a character to use pistols (or longarms) that fire SA in BF through trigger control. Now that is a powerful ability. So I had to come up with a catch. First: the number of net hits on the test is limited to the speed shooting skill level. [eg. Pistols 5 + agility 4 +smartlink 2=11 dice, avg ~5 hits cinematic, but if speed shooting is only 3, then only three count and are compared to defender.] Second: the shooter follows all rules for recoil as per burst fire. I thought about this similar to the magic attribute, how any tests are limited in effect by it, and thought that some this focused would be on the same level as a skill.

Please let me know what y'all think.

We also came up with a modified hidden gun arm slide for reloading. basically the slide holds three clips and on command pops one forward at an angle so that the user can eject the clip and insert a new one as a free action. Of course this mechanism isn't the easiest to use which is why a quickdraw test must be made to do it right. Failure means reloading takes a simple action, glitch means mag didn't seat properly [-1 die to tests], crit glitch means clip pops out and clatters on floor leaving witnesses with an impression of the shooter as a chump. Cost hidden gun arm slide +50%
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JBlades
post Nov 5 2007, 07:19 AM
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That sounds really cool, and more flavor than game breaking (three rounds from a heavy pistol isn't going to do much that an smg isn't available for anyways). Sounds to me like you did good! Have you tried it out in game yet?
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crash2029
post Nov 5 2007, 07:32 PM
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We havent tried it yet, I just came up with it last night. My next game is scheduled for a month from now. We play every other week, rotating GM's. Jason GM's D&D so we don't burn out. Though happily nobody has gotten cancer from d20 yet :) . Anyways thanks for the input, it is appreciated.
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Kyoto Kid
post Nov 5 2007, 09:19 PM
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...so, would the specialisation allow someone with a revolver to fire SA instead of SS?
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crash2029
post Nov 5 2007, 09:32 PM
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I guess so. I originally thought about the specialization increasing the available hits by 2. But for SS weapons that is a valid specialization. Of course the weapon has to be theoretically capable of performing that. I guess you could see that as fanning or slipping the hammer. Good point. I don't suppose you have any gunslingers KK?
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Kyoto Kid
post Nov 5 2007, 09:35 PM
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...heh...:grinbig:
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mfb
post Nov 5 2007, 09:50 PM
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honestly, this is a concept that i'd like to see in the base shooting rules. the idea that you have to be some kind of super-wired freak to fire more than four shots in three seconds--and be hitting the upper limits of human ability to achieve even that much--has always been ridiculous. you're not necessarily going to be all that accurate if you're shooting that fast, but it should still be possible.
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ElFenrir
post Nov 5 2007, 09:52 PM
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About to be up to #50, KK? :grinbig:


And i dig these rules, too. To be honest im surprised there's nothing on this already; speed shooting is nothing new nowadays, and some of these gunslingers that get played surely might be able to handle a revolver faster than SS, while being accurate(like these guys do). Having it as an extra skill is really cool too, it shows they not only trained in Pistols(Revolvers), but shooting them very quickly.
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kzt
post Nov 5 2007, 10:21 PM
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QUOTE (mfb)
honestly, this is a concept that i'd like to see in the base shooting rules. the idea that you have to be some kind of super-wired freak to fire more than four shots in three seconds--and be hitting the upper limits of human ability to achieve even that much--has always been ridiculous. you're not necessarily going to be all that accurate if you're shooting that fast, but it should still be possible.

In a contact drill you are shooting a lot faster then that. At least 8 shots in 3 seconds as you back off and transition from retention to normal stance.
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Red
post Nov 5 2007, 11:44 PM
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I may be insane, but I've long thought that the only way to handle the "speed of shooting" issue was to dispense with literal bullet counting entirely, and think about it in purely abstract terms. Instead of 30 bullets, I have 30 units of bullets that are consumed in a given action.

But it is too... kludgey.
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Kyoto Kid
post Nov 6 2007, 12:31 AM
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QUOTE (ElFenrir)
About to be up to #50, KK? :grinbig:

...actually hit that lofty mark in another post the other day, with my most favourite of all characters at that. :biggrin:

#50
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Falconer
post Nov 6 2007, 03:22 AM
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Just a few observations.

Most trick shooters heavy practice tricks like that at extremely short ranges. I saw the special in question. And none of the shooting tricks were done outside of point-blank range of the weapons in question. A lot of your really extreme tricks are shot from the exact same range and setup every time.

Given how much harder it is to hide a SMG than a heavy pistol. I'd be wary of giving them too many advantages. (hidden compartnents and the like...). Also lets not forget that SMG's give up the -1 AP for their automatic fire benefits. So for the mere price of a skill you're basically giving automatics the finger. If someone is rapid firing pistols like this I'd treat them as a SMG (trade -1AP for the ability to get +2DR on narrow burst or -2 reaction on a wide burst).

I'm not sure a skill is the right way to do this either. One you're capping hits okay, but it's still only 12BP for 3 hits. If your pistol adept has 2 pistols, splits his 18 dice pool. 9 dice per pistol is only going to be 3 hits on average.

I'd probably make this a 10point quality the character could take twice. First 10point they can use this ability at short range. Second 10point they can use it at medium range. Or make it cost less (5point) but limit the burst ability to wide bursts.only. This also makes this a hard choice for chargen, as opposed to an easy skill to pickup... (and what happens when some guy trys to do this the ultracheap way and just do it via skillwires, I'm sure skillwires can twitch a trigger finger pretty quick).
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