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> Heavy Pistol construction., Building a better gun.
Siege
post Jul 29 2004, 04:25 AM
Post #176


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Aust: Don't even get me started on the combining of "Etiquette" as a general skill.

As we are well aware, the SR skill set is not an even representation with the same guiding principle applied throughout. Look at the technical skills for pity's sake. Biotech covers a hell of a lot for just one skill.

So your short answer is right - game balance. What skills get snatched up first? Combat skills.

My justification just happened to be one several possible answers that seemed to click with a couple of people. (Thanks Kev. :grinbig: )

Mfb: why not machine pistol skill?

Because the shortened range and effective distance still renders it within the realm of a handgun. It's a handgun with a nifty rather than an entirely new weapon like a SMG - which is a pistol but with more toys, better frame and an entirely new effective range, whether or not the shooter opts for SS or BF or FA modes.

@Seperate skills with each weapon?

Sure, why not? If any player actually re-assembled the Steyer AUG into a rifle or SMG format, my GM wouldn't have any problems requiring the player to use the relevant skill for the new configuration.

However, flicking the AR into single-shot mode and using it in a sniper capacity doesn't alter the basic function of the weapon; the shooter just isn't using all of the possible options of the weapon.

How's that for tap-dancing?

-Siege
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mfb
post Jul 29 2004, 04:31 AM
Post #177


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well, and to use the Rifle skill when you're using semi-auto. that's what it seems like you're saying, at any rate, unless i misunderstand.
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Siege
post Jul 29 2004, 04:43 AM
Post #178


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Or I explained it badly.

Handgun - short range, specific weapon design and how to best use fire modes available to the weapon: SS, SA, BF.

SMG - longer range, specific weapon design and how to best use the fire modes available to the weapon: all of the above, plus FA.

AR - longer range still, specific weapon design and well, you know.

Rifle - longest range possible of small arms, specific weapon design and how to best use - etc.

The dynamics involved in shooting a handgun - holding the weapon, adjusting for recoil, etc. are different from the principles involved in shooting a SMG and different again from shooting an AR.

Each weapon uses some of the same principles, but not enough to make an absolutely seamless transition from one to the other. Could an infantry grunt use an Olympic marksman's rifle? Probably. As well as a deer hunter could? Probably not.

The shooter using a handgun in whatever fire mode (SS, SA, BF) is going to be using different techniques from the SMG user who in turn will use different techniques from the AR user.

-Siege
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Fygg Nuuton
post Jul 29 2004, 05:21 AM
Post #179


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also alot of assault rifles use a grip and a stock, wheres as many rifles use a grip/stock combo thinger (technical term)

some sniper rifles use assault rifleish designs, those are usually mutated from assault rifle designs though, they obviously differ from an AR (long range, scope, semi-auto)

submachineguns are usually shorter than an assault rifle, and use pistol-type ammunition.

99.99% of all pistols use a pistol grip
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tjn
post Jul 29 2004, 05:40 AM
Post #180


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:( Appearently I wasn't as clear as I could have been.

QUOTE (Raygun)
Again, the determining factor is the role of the weapon, not the weapon itself. The Assault Rifle skill covers all the bases when using an assault rifle. SMG skill does not, Rifle skill does not.


Okay, let me ask again. What bases, or role, does the Rifle skill cover that Assault Rifles do not? I can see the seperation of Assault Rifles from Rifles, but the reverse does not click with me. For everything Rifle covers, it seems Assault Rifles covers as well in addition to the other roles that you've detailed.

One states the operating range of a Rifle requires a different skill then using an Assault Rifle. What are these skills that differ?

QUOTE (Siege)
Mfb: why not machine pistol skill?

Because the shortened range and effective distance still renders it within the realm of a handgun. It's a handgun with a nifty rather than an entirely new weapon like a SMG - which is a pistol but with more toys, better frame and an entirely new effective range, whether or not the shooter opts for SS or BF or FA modes.


That exact arguement can be used to combine Assault Rifles and normal Rifles. Like Raygun's said, if we're going to seperate Assault Rifles and Rifles, we should do it to Machine Pistols too.
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BitBasher
post Jul 29 2004, 05:51 AM
Post #181


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QUOTE
One states the operating range of a Rifle requires a different skill then using an Assault Rifle. What are these skills that differ?
Well, off of memory most assault rifle battles take place under 200 yards.. well under 200 yards if memory serves. Sniper rifles can expect to hit targets beyond 800 yards. Far beyond in some cases.

Assault Rifles are designed to be aimed and fired faster. while many rifles are bolt action and require longer to aim.

The differences in those distances can be dramatic too, bullet flight time can become very measurable and the lead distance on moving targets can be extreme. Single shots are far more important due to their slow firing speed.being able to calculate bullet drop and windage is far, far more important at those ranges.

in short, lots of differences.
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tjn
post Jul 29 2004, 06:11 AM
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Most, some, many...

These words you use imply that the two "different" weapons could be used in simular roles.

Knowing how bullet drop, windage, and expected travel time effect one's aiming is applicable to all shooting, even if more important to engagements at longer ranges.

Personally I lean towards a matrix of possibilities, that reflect the role in which it's used more then the physical dimensions of the gun... however where I always get stuck is implemtation. I don't want to create more skills due to the breadth of other skills, but I also don't want to create a single "firearms" skill for play balance purposes.

Shouldered or Pistol grip
Firing Modes
Expected Range of Engagement

Currently toying with a kind of "mini-skills" that are added together as the skill in use... but combat's already too complicated for some of my players (which is something else entirely).
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Raygun
post Jul 29 2004, 07:14 AM
Post #183


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QUOTE (tjn)
:(  Appearently I wasn't as clear as I could have been.

Okay, let me ask again.  What bases, or role, does the Rifle skill cover that Assault Rifles do not? I can see the seperation of Assault Rifles from Rifles, but the reverse does not click with me.  For everything Rifle covers, it seems Assault Rifles covers as well in addition to the other roles that you've detailed.

The ability to engage targets beyond the range at which assault rifles are designed to be used. The extreme range of a sniper rifle is almost double that of an assault rifle per SR rules. In reality, some sniper rifles are capable of engaging targets well beyond that range. The longest range confirmed kill with a small arm I can think of took place at 2,430 meters (1.5 miles). It takes much more specialized knowledge in ballistics, optics, meteorology, etc... to consistently hit human-sized targets that far out.

Using all kinds of manually-operated rifles. All assault rifles are select-fire automatic firearms, period. None are manually operated. There isn't a lot you need to know about this sort of thing, but if all you've ever fired were assault rifles, it would take some getting used to the nuances of bolt actions, lever actions, pump actions, etc... to use them quickly and efficiently in combat.

The minutae in dealing with heavier recoil. Assault rifles are designed to fire cartridges that are particularly light-recoiling so that the rifle can be used effectively in the submachine gun role. The differences between using a 5.56x45mm assault rifle and a .300 Winchester Magnum bolt action are pretty huge, not to mention a .50 BMG sniper rifle. Recoil management is a very important thing to learn when you get up into heavier rifles, like some sport and sniper rifles. You aren't going to learn that playing with assault rifles.

Just a few things that come to mind.
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hyzmarca
post Jul 29 2004, 08:02 AM
Post #184


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QUOTE (tjn)


Shouldered or Pistol grip
Firing Modes
Expected Range of Engagement

Currently toying with a kind of "mini-skills" that are added together as the skill in use... but combat's already too complicated for some of my players (which is something else entirely).

To avoid complication, perhaps reducing TN penalities for dfaulting to similar weapons skills would be better.
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Siege
post Jul 29 2004, 12:44 PM
Post #185


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I think Ray summed up quite nicely what I was trying to say regarding rifles and ARs.

As to the pistol/machine pistol, I disagree. You are still dealing with a short-range weapon of this basic configuration and the skills (i.e. manual dexterity, hand-eye coordination, target acquisition, sighting, adjusting for recoil, etc.) needed to use the burst capability are not so radically different from the more conventional SS/SA modes currently available on SR handguns.

Any better and you have an SMG - which does require it's own skill.

-Siege
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Austere Emancipa...
post Jul 29 2004, 02:20 PM
Post #186


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I think it's totally pointless to discuss whether using assault rifles is different from using rifles. Of course it is. That's why Rifle |= Assault Rifle. If the weapons are different in even the slightest detail, then using them will work differently.

The point is to discuss whether those differences are large enough to warrant separate skills in the Shadowrun system, compared to how other skills have been separated. For example, is firing Rifles as clearly distinguished from firing Assault Rifles as the Computer skill is from Electronics? Is it as difficult to go from firing an AR to firing a SMG as it is to go from driving a motorcycle to driving a sedan?

My answer is: absolutely not. I didn't notice any problems with recoil (or indeed notice any recoil) going from the 7.62x39mm RK62 to the 7.62x54mmR TaKi-85 or the 12G 2-3/4" Remington M870. The difference in grips is totally insignificant. The firing positions and techniques (apart from how to cycle the actions) had already been taught in detail with the RK. I do not think cycling the action is a very important of the weapon skill, however.

We'd already been trained how to take wind conditions into account with the RKs, as well as proper breathing techniques, how to brace the weapon, finding good firing positions, camoflaging, etc. Similarly we'd been trained to do MOUT and CQB with the ARs.

The differences do include the situations where the weapons would be employed, like Raygun explained. The 300 meters I fired the TaKi-85 (Sniper Rifle-85) at was around the extreme effective range of the RK-62, yet a very short range for the TaKi. MOUT and CQB would be the only thing we'd ever carry shotguns for.

So there are huge amounts of overlap with the different long arms. Not total overlap, that's why the different weapons have got different names. But enough for me to consider them to be far closer to each other than any other separated skills. And since I've never noticed any negative game balance effect from combining many of the Combat skills, I've never come across any reason not to. Thus I keep them combined.
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Arethusa
post Jul 29 2004, 03:06 PM
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And, again, I really must emphasize that many of you conveniently ignore the fact that no other Shadowrun skill set sees this level of division. Just look at Athletics, Sorcery, Biotech, Demolitions, or practically anything else.
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BitBasher
post Jul 29 2004, 03:55 PM
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QUOTE (Arethusa)
And, again, I really must emphasize that many of you conveniently ignore the fact that no other Shadowrun skill set sees this level of division. Just look at Athletics, Sorcery, Biotech, Demolitions, or practically anything else.

That's because we already adressed that the reason combat skills were divided up was purely play balance, and I dont think anyone disagreed with that.
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Siege
post Jul 29 2004, 03:56 PM
Post #189


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We are hardly ignoring it.

I'll be one of the first to admit that the SR skill set is not consistent in its approach and handling of skills.

As Aust pointed out before, Firearms is split into seperate skills while Demolitions, Athletics, Etiquette, Electronics, Biotech, etc. are not.

And he makes a very good point as to why that happens -> game balance. What skills are grabbed first? Mostly a rhetorical question, but combat skills lead the pack.

Now, if you really want to re-write the SR skill system, knock yourself out. Most people just opt to houserule the bigger parts that bug them and ignore the glitches that don't bother them.

-Siege
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Austere Emancipa...
post Jul 29 2004, 04:13 PM
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QUOTE (BitBasher)
That's because we already adressed that the reason combat skills were divided up was purely play balance, and I dont think anyone disagreed with that.

In that case, no worries. However, I suggest you try a slightly less divided firearms-skillset sometime, just to see if it doesn't screw the balance in your games. If it doesn't, it's pretty nifty.
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BitBasher
post Jul 29 2004, 04:19 PM
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QUOTE (Austere Emancipator)
QUOTE (BitBasher)
That's because we already adressed that the reason combat skills were divided up was purely play balance, and I dont think anyone disagreed with that.

In that case, no worries. However, I suggest you try a slightly less divided firearms-skillset sometime, just to see if it doesn't screw the balance in your games. If it doesn't, it's pretty nifty.

Actually I have. It lead to less diversity among players. It led to somewhat less unique character, and neither me not my players felt that it really added anything useful to the game. That being said, we also dont think it detracted terribly from the game and ultimately we ended up somewhat neutral. Being somewhat neutral we felt the change was unnecessary as it was changing canon for no appreciatiable positive result.

IMHO diversity is a good thing, but YMMV.
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Austere Emancipa...
post Jul 29 2004, 04:30 PM
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I don't mind diversity. Ours views differ in what kind of diversity we want, apparently. I don't need the kind of diversity that springs from the forced specialization brought forward by a large number of separate weapon skills. Just like I don't need the kind of diversity that separating the Sorcery skill by spell category would undoubtedly cause. I wouldn't mind having very, very few stats to describe characters, if such a game would somehow manage to handle most situations in sufficient detail.
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w8n4s8n
post Jul 29 2004, 10:41 PM
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So how would you generalize the skills? What makes more sense?

Handguns (Light/Heavy Pistols, Machine Pistols)
Rifles (Submachine Guns, Assault Rifles, Sport Rifles, Sniper Rifles)
Heavy Weapons (Light/Medium/Heavy Machine Guns, Assault Cannons)
Shotguns

That kind of thing?
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Arethusa
post Jul 29 2004, 11:05 PM
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Short Arms (pistols and one handed SMGs)
Long Arms (SMGs, assault rifles, sniper rifles, shotguns, etc)
Heavy Weapons (machineguns, etc)

There's some swapping around that can be done, of course. Handling an M249 is not exactly all that far removed from handling a rifle, so you may want to put man portable machineguns in Long Arms. Regardless, those three divisions are basically as sensible as it gets.
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BitBasher
post Jul 29 2004, 11:18 PM
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just remember sensible and balanced are not always the same thing. :D
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Austere Emancipa...
post Jul 30 2004, 04:08 AM
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QUOTE (Arethusa)
Handling an M249 is not exactly all that far removed from handling a rifle, so you may want to put man portable machineguns in Long Arms.

And many other LMGs are yet much closer to AR in how they're handled. The principles of firing MGs from an unsupported position or with a bipod are the same as with firing an AR, which is why I strongly believe all MGs, or least LMGs, fired without a heavy mount or a tripod should be considered Long Arms in that kind of skill division.
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otomik
post Jul 30 2004, 05:40 AM
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very similar to what arethusa just described, the spycraft firearms weapons proficiencies are
Handguns (things with a pistol grip that can be fired one handed)
Rifles (things that you put up against your shoulder to fire properly)
Tactical Weapons (stuff you probably don't know how to use unless you have military training, battle field impliments like mortars and belt-fed stuff generally)
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