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> Automatic Fire rules, Yes, yet another poor soul trying it...
Juca Bala
post Nov 6 2010, 11:07 AM
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Hi guys, I'm cool with pretty much all of shadowrun system, except for the rules on burst fire. They seem at same type complex and nonsense: throwing more lead in the general direction of the target shouldn't make more harder to hit it... Also, wide bursts, narrow bursts and the like don't make that much sense too.
Another thing that I don't like is recoil compensation: as it is you simply NEED IT, so there is no reason to not buy all the recoil compensation that you can get your hands on.

Based on all of this I'm going to try what I'm hoping that can be a simpler version of all of it. As I'm not an expert on shadowrun rules, maybe I'm making a glaring error or ignoring something that can make the game unplayable, so please criticize it!

For starters, there is no more wide or narrow bursts, only short, longs and full bursts.
Short bursts give +1 die to attack rolls and spend three bullets
Long bursts give +3 dice to attack rolls and spend six bullets
Full bursts give +5 dice to attack rolls and spend ten bullets

Now for heavy weapons (and automatic shotguns) I'm planning to use "Minimum Strength" requisites, so, maybe you need 7 strength to shoot that AS-7 Automatic Shotgun in bursts.
If you have the minimum strength required to shoot the weapon then you're fine, if not then there is a -1 penalty on attack rolls for each point under the necessary score. Recoil compensation like gas-vent and bipods add to the user strength score.

Well, this is the initial try, if we use it and it actually improves gameplay, I'm planning on making things a little more complex and increasing the minimum strength for bursts.

Hope you like it and give me your opinions! (IMG:style_emoticons/default/talker.gif)
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Thanee
post Nov 6 2010, 11:33 AM
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The wide bursts basically do that already (even though in a kinda weird way).
By taking away the dodge pool, they make it easier to hit the target, effectively.

Also, your rules make automatic weapons incredibly weak. A narrow burst assuming full recoil compensation is the equivalent of 3 times the added damage in extra dice. So a long burst adding +5 damage would be more like +15 dice!

Back in 2nd edition, I had also made house rules for burst fire, which basically added extra dice for burst fire and not extra damage (apart from the indirect extra damage, thanks to more dice). I think it was +4 dice for the equivalent of a short burst (no short/long burst differentiation back then). In addition, if you hit with more than 2 net hits (called successes back then), you would make additional hits at the weapon's base damage plus net hits -2 (and -4, -6, etc, as long as the reduced net hits are still > 0 and there are enough bullets in the burst). That worked pretty well, too, and is a bit more realistic, I think.

Bye
Thanee
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Juca Bala
post Nov 6 2010, 11:41 AM
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Well, about the bonus for each burst, it can be tampered with. I was trying to not make it too good but I will see what I can change. Thanks!
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Thanee
post Nov 6 2010, 12:28 PM
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I think that your bonuses x2 would work better. There are other factors to consider, so x3 would be too much, I believe. You could also just use bullets fired = bonus dice, which would make it easy to remember, as a bonus.

Bye
Thanee
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Yerameyahu
post Nov 6 2010, 04:09 PM
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The rule that I've developed, and we're pretty happy with it, is similar:

1. No Narrow or Wide, just +DP per extra bullet (i.e., take the Wide dodge penalty as a +DP); what this does is remove the 'wasted bullets' from Wide bursts (after their dodge is 0), and remove the complication of choosing Narrow or Wide. Net hits count (as normal) toward beating armor.

2. +1 DV per 3 bullets (Short +1, Long +2, FA +3); this compensates for the removal of Narrow, keeps the +DP from being a literal 'RC bonus', and rebalances (encourages) bursts for damage (running the numbers, this brings things between Narrow and Wide). This bonus does not count toward defeating armor.

That's pretty much it. I compared the numbers of sample characters against each other using a few variations (no 1/3 DV bonus, using the total number of bullets instead of N-1, etc.) and this is the version that had the best balance. It's always a little stronger than Wide, always a bit weaker than Narrow, and streamlines thing. It's not perfect, certainly, and especially in the edgy cases (for one thing, it's harder to glitch—but I never saw any glitches in the first place). You can tweak it easily by using one of those variations, or new ones. (IMG:style_emoticons/default/smile.gif)

Here is the thread I posted to get help during writing this rule, a while back: http://forums.dumpshock.com/index.php?show...c=31831&hl=

--
Another rule, that I don't personally use, is to allow the Narrow/Wide aspect of the attack to be broken down into 3-bullet chunks: I fire a Full Burst, with 2 parts Wide and 1 part Narrow (-6 Dodge, +3 DV). This is especially useful for HV and minigun weapons, because choosing to overkill their dodge pool with -14 is frustrating, but so it missing on your +14DV attack. Obviously, the drawback is that this complicates things further, but it's nice because the game already uses the concept of longer bursts being 'made of' multiple Short bursts.
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Mäx
post Nov 6 2010, 05:10 PM
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QUOTE (Yerameyahu @ Nov 6 2010, 06:09 PM) *
Another rule, that I don't personally use, is to allow the Narrow/Wide aspect of the attack to be broken down into 3-bullet chunks: I fire a Full Burst, with 2 parts Wide and 1 part Narrow (-6 Dodge, +3 DV). This is especially useful for HV and minigun weapons, because choosing to overkill their dodge pool with -14 is frustrating, but so it missing on your +14DV attack. Obviously, the drawback is that this complicates things further, but it's nice because the game already uses the concept of longer bursts being 'made of' multiple Short bursts.

This one actually sounds pretty nifty way to handle bursts.
I like how it allows for more control of your burst, allowing you to fine tune the burst for every particular enemy.
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Yerameyahu
post Nov 6 2010, 05:12 PM
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Yes, it's just the extra complication that made me ultimately avoid it. I was aiming for *less*, is all. (IMG:style_emoticons/default/smile.gif) I feel like the other rule basically handles it for you (because your extra dice 'automatically' compensate for their Dodge), and is faster.
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Dakka Dakka
post Nov 6 2010, 05:31 PM
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QUOTE (Juca Bala @ Nov 6 2010, 12:07 PM) *
Now for heavy weapons (and automatic shotguns) I'm planning to use "Minimum Strength" requisites, so, maybe you need 7 strength to shoot that AS-7 Automatic Shotgun in bursts.
If you have the minimum strength required to shoot the weapon then you're fine, if not then there is a -1 penalty on attack rolls for each point under the necessary score. Recoil compensation like gas-vent and bipods add to the user strength score.
Now this is nonsense. I doubt that the people I've seen on youtube shooting automatic shotguns are superhuman. If the RC is used for redcuceing the required strength can you still use it for recoil compensation or is that gone for good in your houserule?

I don't understand what's so complicated about automatic fire.
You shoot more than one bullet. each after the first increases recoil penalty, damage or the target's doge penalty by 1. You can fire 3, 6 or 10 bullets.
RC reduces the inflicted recoil penalty. Recoil is accumulated over the action phase.
Hardly complex and it works.
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klinktastic
post Nov 6 2010, 06:01 PM
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I think we used to use strength to offset recoil. So I think it was every 2 or 3 points of strength gave you a point of RC.
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Dakka Dakka
post Nov 6 2010, 06:03 PM
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QUOTE (klinktastic @ Nov 6 2010, 07:01 PM) *
I think we used to use strength to offset recoil. So I think it was every 2 or 3 points of strength gave you a point of RC.
to a lesser extent this is in Arsenal as an optional rule.
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Juca Bala
post Nov 6 2010, 06:25 PM
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QUOTE (Dakka Dakka @ Nov 6 2010, 12:31 PM) *
Now this is nonsense. I doubt that the people I've seen on youtube shooting automatic shotguns are superhuman. If the RC is used for redcuceing the required strength can you still use it for recoil compensation or is that gone for good in your houserule?

I don't understand what's so complicated about automatic fire.
You shoot more than one bullet. each after the first increases recoil penalty, damage or the target's doge penalty by 1. You can fire 3, 6 or 10 bullets.
RC reduces the inflicted recoil penalty. Recoil is accumulated over the action phase.
Hardly complex and it works.


What I think is nonsense is the fact that shooting more bullets makes MORE hard to hit someone, when in reality it should be exactly the contrary.
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Laodicea
post Nov 6 2010, 07:29 PM
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QUOTE (Juca Bala @ Nov 6 2010, 05:07 AM) *
They seem at same type complex and nonsense: throwing more lead in the general direction of the target shouldn't make more harder to hit it... Also, wide bursts, narrow bursts and the like don't make that much sense too.



I disagree with your fundamental point. Throwing more lead at a target should make it harder to hit due to recoil. All good marksmen, even with a full auto weapon, try to fire only 2-3 bullets per burst.
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Mäx
post Nov 6 2010, 07:31 PM
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QUOTE (Juca Bala @ Nov 6 2010, 08:25 PM) *
What I think is nonsense is the fact that shooting more bullets makes MORE hard to hit someone, when in reality it should be exactly the contrary.

Only if your trying to hit the same spot with all of those bullets and have none or very little recoil compensation, witch to me seems pretty realistic.
Shooting more bullets in the general direction of the enemy(ie. using wide burst) does in fact make it easier to hit someone, if you have even one point of RC(and there's not many(if any) burst capable weapon in to game with zero RC) the enemy loses more dice then you do and a longburst is likely to reduce opponents reaction pool to 0 while leaving you more then enought dice to get that one net hit needed to hit(even when your gun has no RC)
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klinktastic
post Nov 6 2010, 08:49 PM
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I dont see how the various bursts dont make sense. Narrow burst increases damage, just like a 3 shot burst of tightly clustered bullets. A wide burst also makes sense. You spray an area with bullets, it doesnt matter how much they dodge or jump around, odds are you're probably going to hit them with a bullet or two.
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Yerameyahu
post Nov 6 2010, 09:07 PM
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They do make sense, more or less (let's just ignore the whole 'why isn't 3 bullets = 3*5P attacks?' question). The thing is, there are places that they break down.

For example, Mäx indicated that he doesn't like the 'all-or-nothing' aspect, which is a bit illogical. Theoretically, you could do something between 'spray *everywhere*' and 'drill 15 rounds into his head'.

In my thread (linked above), I mentioned that it's unsatisfying to me that you can't 'just spray' in order to hit difficult shots (i.e., compensate for range or lighting, not just dodge pool).

It's also conceptually annoying that a Wide burst can defeat armor, while a Narrow burst *can't*.

Things like that. (IMG:style_emoticons/default/smile.gif)
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Juca Bala
post Nov 6 2010, 09:22 PM
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One more time, even with recoil, the first shot is gonna be as accurate as a single shot fired from the same gun, in real life, "spray 'n pray" and bursts are most used in dire situations where you want to be absolutelly sure that at least one bullet is in the general direction of your target. In the current rules this doesn't happen. You're better with single shots, as you don't have penalties on the attack roll. Wide bursts don't make easier to hit, they make harder to dodge, with is limiting.
But, well, this is just my opinion.
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Yerameyahu
post Nov 6 2010, 09:27 PM
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Right, agreed. I'm saying that spraying a target (an actual stationary bullseye) with a futuristic recoil-compensated gun should mean that you're more likely to not miss. This target's not dodging. (IMG:style_emoticons/default/biggrin.gif) No, you're not getting a nice grouping, but you're likely to get *a* bullet on target. (IMG:style_emoticons/default/smile.gif)
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Juca Bala
post Nov 8 2010, 01:20 AM
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Well, I'm updating this topic as a feedback. We played today and, while fudging with the various rules proposals here in this topic, came to what OUR GROUP think that is a good value for the various bursts:
Short bursts give +2 dice to hit and +1 die to damage;
Long bursts give +3 dice to hit and +3 dice to damage;
Full bursts give +5 dice to hit and +5 dice to damage.

In general, you need strength 2 to fire a smg without penalty, 3 for a rifle, 4 for a lmg and 8 for an assault cannon. When your firing bursts, the same value that is used as bonus dice to damage is added to the minimum strength required to shoot without penalty so, as an example, shooting a long burst from a smg requires a strength value of 2+3 = 5, and recoil modifiers add directly to this value.

In general we are pretty satisfied with the new dinamics in combat.
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Karoline
post Nov 8 2010, 01:50 AM
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@Yerameyahu - Not a big fan of your rule. It basically takes away the only disadvantages of using automatics, which are recoil and the fact that you have to choose between a high damage attack that is harder to hit, and a lower damage attack that is sure to hit. Instead you give both the guaranteed hit and a damage boost.

@Juca - Same thing. You're basically taking away all the disadvantages of automatic weapons, which are already widely regarded as the best type of weapons.
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Yerameyahu
post Nov 8 2010, 02:40 AM
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Um, why would there be a disadvantage to using automatics, beyond ammo costs?
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Karoline
post Nov 8 2010, 02:45 AM
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QUOTE (Yerameyahu @ Nov 7 2010, 09:40 PM) *
Um, why would there be a disadvantage to using automatics, beyond ammo costs?

Game balance?
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Yerameyahu
post Nov 8 2010, 02:50 AM
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Ah. That's a terrible reason. (IMG:style_emoticons/default/smile.gif) In that case, throwing rocks should be much stronger.
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Karoline
post Nov 8 2010, 02:54 AM
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QUOTE (Yerameyahu @ Nov 7 2010, 09:50 PM) *
Ah. That's a terrible reason. (IMG:style_emoticons/default/smile.gif) In that case, throwing rocks should be much stronger.

See throwing adept. (IMG:style_emoticons/default/nyahnyah.gif)
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Yerameyahu
post Nov 8 2010, 02:58 AM
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BLAM. Throwing adept (wacky niche build) now sniped. (IMG:style_emoticons/default/biggrin.gif) The point is that Shadowrun is in a genre that's intended to incorporate some level of modern technological realism. Automatic fire *is* awesome, especially with magical future-tech recoil cancellation.
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Zyerne
post Nov 8 2010, 03:00 AM
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Is that what trolls use for the 2072 fastball special?

"Drek, I left my throwing adept at home.."
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