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Author Topic: Auto Fire Weapon Variable Revised  (Read 226 times)

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Jhyarelle

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Auto Fire Weapon Variable Revised
« on: June 23, 2010, 02:54:19 pm »
Auto Fire Weapon variable (cost 5 CP) and must be paired with Weapon Ammo 1-3 restriction.
 
"Auto Fire" variable is redone to make it easier to pull off multiple hits in one attack. But GM's has final say on what kinds of weapon/attack/spells/power auto fire can be assined to CP. To be fair Weapon Level for weapons/items/spells/powers will have a level cap to avoid abuse and overpowering. ( :flat: Looks at.... :flat: )
 
Auto fire works this way:
A) PC makes attack rolls post up to PC's ammo restriction (1-6 attacks) in a consecutive order
B) If first attack hits, move one to the second attack.
C) Repeat till up to max # of attack of ammo restricition
D) Any time an attack misses during attack chain, ends the attackers turn.
 
Ex target's total defense (DCV + roll) = 12:
Attack: Ranma's Chestnut Fist (Kachuteshin Amaguriken)

Autofire Attack rolls post (use something like this to keep things simple)
1) [ roll ] 2d6 + ACV [ /roll ] = 15
2) [ roll ] 2d6 + ACV [ /roll ] = 13
3) [ roll ] 2d6 + ACV [ /roll ] = 12
4) [ roll ] 2d6 + ACV [ /roll ] = 14
5) [ roll ] 2d6 + ACV [ /roll ] = 17
6) [ roll ] 2d6 + ACV [ /roll ] = 10
 
Attack 1 hits, attack 2 hit, attack 3 misses (must roll over target number). Any attack that misses, even if it was the first ends the attacker's combat round for that attacker.
 
Damage is applied normaly per successful hit.
 
 

Offline Kelokov

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Re: Auto Fire Weapon Variable Revised
« Reply #1 on: June 23, 2010, 08:14:53 pm »
what if you have unlimited ammo...... and the trigger sticks..... and you cant stop firing if you wanted? :doze:
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Jhyarelle

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Re: Auto Fire Weapon Variable Revised
« Reply #2 on: June 23, 2010, 09:07:30 pm »
what if you have unlimited ammo...... and the trigger sticks..... and you cant stop firing if you wanted? :doze:

Think of it an a efnforced version of 2-6 round burst that is optional in most automatic weapons. The rules were rivised for easier mumber crunching and efnfoced ammo restriction as buffer for abuse. But what's to stop you from diong this every attack.

Offline Senkusha

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Re: Auto Fire Weapon Variable Revised
« Reply #3 on: June 23, 2010, 09:33:01 pm »
so there is a maximum of 6... "bullets"?

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Offline Kelokov

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Re: Auto Fire Weapon Variable Revised
« Reply #4 on: June 23, 2010, 11:26:51 pm »
AK-47 has no burst...
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Jhyarelle

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Re: Auto Fire Weapon Variable Revised
« Reply #5 on: June 24, 2010, 12:45:24 am »
so there is a maximum of 6... "bullets"?

Quote

Ammo BESM3 Pg67
The Ammo Restriction represents the total ammunition carried by the character relative to the Weapon’s rate of fire. Thus, a submachine gun might have Ammo because a shooter can fire away his or her entire basic load of a halfdozen or so 30-shot magazines in only six bursts. A bow or a semiautomatic pistol would not have Ammo (unless ammo was in particular short supply) since these Weapons are swiftly reloaded and characters will usually carry several magazines or a large quiver of arrows. If a Weapon has plenty of ammunition but takes time to reload between shots, like a crossbow or big cannon, assign Activation instead.
 
1 Rank of Ammo means the Weapon typically can fire 4-6 shots before ammunition runs out. This decreases to 2-3 shots at Rank 2 and 1 shot at Rank 3. Ammo at 4 Ranks represents a Weapon that is destroyed after a single use (like a grenade or mine).

I rationalized that since we do not want to over abuse being able to cast the multi projectile spell or melee attack that this should be enforced when dealing with auto fire. You yourself Kusha said that even a Lv1 Atttack could yield high damage and would present an imbalnce, specialy ealier in the game.
 
And you're right I really don't want to deal with any body (if possible at all) with auto fire and an ACV 12 and can do 50 damae per hit with no ammo restriction.
 
We could set damage cap a rule that limits the damage an attack with autofire has to do chip damage for the purpose of battering down force fields.
 
Magicaly if you think that casters should be able to chuck more fire balls than shoot bullets, how about setting ammo limit higher. So lets have ammo cpacity be based on casters primary Magical Sphere Stat (Bod/Mnd/Sol).
 
Ex: An Essence Fire Mage has an auto fire  :nosweat:  attack spell. The max number of attacks (ex: fire balls) should equal their body stat. So if they have a Bod 7... well you know the rest. This also will make any auto fire spell per caster vary by Sphere of magic as well as stat score.
 
Thoughts?

Offline Kelokov

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Re: Auto Fire Weapon Variable Revised
« Reply #6 on: June 24, 2010, 01:24:09 am »
AK-47 has no burst and can be equipped with a 90 round drum magazine quite easily
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Offline Senkusha

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Re: Auto Fire Weapon Variable Revised
« Reply #7 on: June 24, 2010, 05:10:30 am »
50 bullets versus 50 fire balls would make quite a difference in damage I'd think.

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Offline Kelokov

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Re: Auto Fire Weapon Variable Revised
« Reply #8 on: June 24, 2010, 02:43:00 pm »
90 7.62X39MM rounds.... no burst....
Drivin people to insanity since the 16th century Yes that is my wife

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Re: Auto Fire Weapon Variable Revised
« Reply #9 on: June 30, 2010, 02:09:47 am »
My only problem with this is there's no way to use autofire as an "I'm covering a huge area so you can't get out of the way as easilly" tactic, which the original version had (via being able to be used as spreading Lv1).  Otherwise, though, I'd argue that this is REALLY intuitive, and as such, like it ^_^. 
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Jhyarelle

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Re: Auto Fire Weapon Variable Revised
« Reply #10 on: June 30, 2010, 02:45:15 am »
My only problem with this is there's no way to use autofire as an "I'm covering a huge area so you can't get out of the way as easilly" tactic, which the original version had (via being able to be used as spreading Lv1).  Otherwise, though, I'd argue that this is REALLY intuitive, and as such, like it ^_^.

And that is why the there is the "area" variable.
 
Ex: Fire Ball (Weapon Lv 3) Area 2 (3 meter radius/ 9-10 feet radius) means all in a 10 foot radius of the blast duck or get hurt.
 
If you have enough points to boost "area" variable in an attack you can set set an etire city block + on fire. Be creative with what varible combos you attach to your seplls. I'm very proud of my "mana storm" and "mana leach" spell design which is gonna be a pian to most nonpsychic spell users

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Re: Auto Fire Weapon Variable Revised
« Reply #11 on: July 01, 2010, 02:38:23 am »

And that is why the there is the "area" variable.
 
Ex: Fire Ball (Weapon Lv 3) Area 2 (3 meter radius/ 9-10 feet radius) means all in a 10 foot radius of the blast duck or get hurt.
 
If you have enough points to boost "area" variable in an attack you can set set an etire city block + on fire. Be creative with what varible combos you attach to your seplls. I'm very proud of my "mana storm" and "mana leach" spell design which is gonna be a pian to most nonpsychic spell users

But that's the area variable.  That doesn't really cover using an auto-fire weapon to make a sweeping attack.  For one thing, area is mandatory with an attack, and would not reduce the number of hits you could get with auto-fire.  Making a sweeping motion with your machine gun would logically have both of these factors (optional, and makes it less likely you'll hit any one target with multiple shots if you choose to use it that way). 

The closest I can see to that would be two separate attacks (one with auto-fire, one with spreading... or area, to use your suggestion), and that suffers from ammo weirdness (IE: two separate attacks use separate ammo). 

So my complaint, while ultimately trivial (it's not like BESM has to be the absolute most realisticestest game in the world), stands :-p. 

...

That said...

I need to ask:  Why would you use area to represent a sweeping attack?  I'd think spreading is MUCH closer in effect.  Something I'm missing here? 
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Jhyarelle

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Re: Auto Fire Weapon Variable Revised
« Reply #12 on: July 01, 2010, 04:06:33 am »
My only problem with this is there's no way to use autofire as an "I'm covering a huge area so you can't get out of the way as easilly" tactic, which the original version had (via being able to be used as spreading Lv1).  Otherwise, though, I'd argue that this is REALLY intuitive, and as such, like it ^_^.

The only other reason "auto fire" was revised was for ease of use, since Kusha (the GM) is not familiar with how "auto fire" works in game and it would seems not want to deal with the math involved with calculation of the extra shots from the original "auto fire".
 
"Area" has simillar properties as "speading" and you can custom the dimention of the attack. By all means use "spreading" no body is stopping you from doing so. We just want the game to run smoothly and dial down the "rules lawyering" to a bare minimum
 
Quote

 But that's the area variable.  That doesn't really cover using an auto-fire weapon to make a sweeping attack.  For one thing, area is mandatory with an attack, and would not reduce the number of hits you could get with auto-fire.  Making a sweeping motion with your machine gun would logically have both of these factors (optional, and makes it less likely you'll hit any one target with multiple shots if you choose to use it that way).

I'm not too worried for the need of supressive fire attacks to pin someone down in this game. Seeing as we're all some variant of magical users and have access to this thing called teleporting or dimention walking, which makes pinning one of us down with supressive fire for long periods of times really redundant, a waste of time, ammunition and or EP. If you wanna pin somebody or a group down the best way to do it seems to be status effects like paralysis, blind, or entanglement. Again linked with "area" this seems to work far better and more cost effective spell cost-wise (via power flux) and EP cost wise as you can hit multiple targets with a little more accuracy than fire firing blindy hoping a shot hits a guy.
 
EX: Flash Bang
Flux Cost: 10 CP
EP Cost: 10 cause it's instantanious
Area Effect: 10 feet raduis centered on attack
Range 2: up to 30 feet from the caster
Effect: failed save results in -2 att, sight, hearing check for the following turn
 

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Re: Auto Fire Weapon Variable Revised
« Reply #13 on: July 01, 2010, 04:17:49 am »
I'm not too worried for the need of supressive fire attacks to pin someone down in this game. Seeing as we're all some variant of magical users and have access to this thing called teleporting or dimention walking, which makes pinning one of us down with supressive fire for long periods of times really redundant, a waste of time, ammunition and or EP. If you wanna pin somebody or a group down the best way to do it seems to be status effects like paralysis, blind, or entanglement. Again linked with "area" this seems to work far better and more cost effective spell cost-wise (via power flux) and EP cost wise as you can hit multiple targets with a little more accuracy than fire firing blindy hoping a shot hits a guy.
 
EX: Flash Bang
Flux Cost: 10 CP
EP Cost: 10 cause it's instantanious
Area Effect: 10 feet raduis centered on attack
Range 2: up to 30 feet from the caster
Effect: failed save results in -2 att, sight, hearing check for the following turn

Wait, suppressive fire?  Status ailments?  Now I'm really confused! 

I'm just talking about using auto-fire to either A:  Hit multiple targets, or B:  Make it hard for the opponent to dodge.  Wasn't getting into pinning people down...  (Were there even rules for that?)

Anyway, I think I was just whining that I liked how auto-fire was a "versatile" ability and now it's a more specialized ability.  Although under your explanation that the point was to make it easier to understand, I think that's suddenly become a given (since part of why the old ability was so confusing was they tried to have it do too many different things while being just one ability... well, ok, that, and the fact that they didn't do a very good job proof-reading their description of the secondary usage, apparently :-p). 

Also, it occurs to me now that the old rules should have been recommending adding spreading to auto-fire instead of just making it another use, since, ya know, most conventional automatic fire-arms won't be firing all your shots at the EXACT SAME SQUARE MILIMETER at all (and a SPELL that does that might ONLY BE ABLE TO fire at the same square milimeter, or might even be a chain effect). 

So, uh... long story short... I've revising my old comment.  I LOVE this new version, no exceptions XD. 
RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!! 

BLARGLHARGLBARG!!!

Jhyarelle

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Re: Auto Fire Weapon Variable Revised
« Reply #14 on: July 01, 2010, 04:34:33 am »
I'm not too worried for the need of supressive fire attacks to pin someone down in this game. Seeing as we're all some variant of magical users and have access to this thing called teleporting or dimention walking, which makes pinning one of us down with supressive fire for long periods of times really redundant, a waste of time, ammunition and or EP. If you wanna pin somebody or a group down the best way to do it seems to be status effects like paralysis, blind, or entanglement. Again linked with "area" this seems to work far better and more cost effective spell cost-wise (via power flux) and EP cost wise as you can hit multiple targets with a little more accuracy than fire firing blindy hoping a shot hits a guy.
 
EX: Flash Bang
Flux Cost: 10 CP
EP Cost: 10 cause it's instantanious
Area Effect: 10 feet raduis centered on attack
Range 2: up to 30 feet from the caster
Effect: failed save results in -2 att, sight, hearing check for the following turn

Wait, suppressive fire?  Status ailments?  Now I'm really confused! 

I'm just talking about using auto-fire to either A:  Hit multiple targets, or B:  Make it hard for the opponent to dodge.  Wasn't getting into pinning people down...  (Were there even rules for that?)

Anyway, I think I was just whining that I liked how auto-fire was a "versatile" ability and now it's a more specialized ability.  Although under your explanation that the point was to make it easier to understand, I think that's suddenly become a given (since part of why the old ability was so confusing was they tried to have it do too many different things while being just one ability... well, ok, that, and the fact that they didn't do a very good job proof-reading their description of the secondary usage, apparently :-p). 

Also, it occurs to me now that the old rules should have been recommending adding spreading to auto-fire instead of just making it another use, since, ya know, most conventional automatic fire-arms won't be firing all your shots at the EXACT SAME SQUARE MILIMETER at all (and a SPELL that does that might ONLY BE ABLE TO fire at the same square milimeter, or might even be a chain effect). 

So, uh... long story short... I've revising my old comment.  I LOVE this new version, no exceptions XD.

OK..... :blink:  I think I get what you're trying to say and I point out:
 
Quote
A:  Hit multiple targets, or B:  Make it hard for the opponent to dodge.

With the "area" variable covers multiple targets in a given spot. That should cover A. To make "harder to doge or deffend against" ramp up either "accuracy" (which mods the attack roll) or worse add"homing" (which not only mods the attack roll but tries to hit again if the attack misses). Over all benifit only one attack roll needed.
 
Trust me it's funny as hell to see somone run away from a homing fire ball the leaves 10 foor diameter crateres. :grin:

 

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