Since I happened to pass through to respond to Ronin's post, I might as well toss my two-cents into the OP.
QUOTE (Blade @ Apr 15 2015, 11:09 AM)
I'm working on my own system for Shadowrun, and I've got some trouble finding the right numbers for the shooting thresholds.
My only experience with shooting real guns is in video games, so besides what I read here and there I don't really know how difficult shooting a target really is. From what I gathered, they are a few people here with some experience, so maybe you could help me.
What I'd like to know is how good you need to be in order to be able to reliably hit (by which I mean that you'll very rarely miss) a non-moving human sized target at different ranges? (I'd like to keep Shadowrun's short/mid/long/extreme ranges, but if you think that it doesn't really apply in real life, feel free to tell me).
Thank you
Don't bother.
SR just isn't built for accuracy in that fashion, and really - it's a dice game; it doesn't matter.
This isn't a shooting simulator at an indoor range that you are making for someone to use - you don't have to make sure the 'code' is perfectly representative of reality.
Instead; what matters only is a two-fold question:
A) How often do you want your players to hit things?
B) Does your mechanic metaphorically represent some physical analogue; as opposed to strictly being arbitrary means-to-an-end?
Have a bit of fun, shuffle around some numbers and ideas until you hit something that you like the feel of and go with it.
It's not supposed to be real - SR's native position on Firearms and Melee loudly pronounces that it is a vague summary system with ad-hoc post-success/fail reasoning.
You make up a reason that handgun did deadly damage instead of medium after it happens; not before..."you hit him somewhere vital".
Same goes with Melee; '...it represents several volleys and not just one strike...'; so you make up descriptions like, "You nailed him in the throat and crushed his windpipe" because the damage level was raised so far that it killed the combatant.
It's somewhat like Risk (the board game) - those dice rolls represent an entire skirmish of battles, but no one demands that Risk be more realistic in its portrayal of cannon fire to infantry discrepancies.
That's just not what it's for - that's more something you find in Axis & Allies; not Risk.
SR, in comparison to reality, is like Risk; a gross level representation.
But it's not a finite level simulator...and boy does it start to kick back if you try to bend it to being that.
Try shooting ballistic gel in SR using SR's mechanics; you'll never get the empirical data you need to measure caliber lethality.
So, again...just have fun!