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.375 Magnum: 1d8+1d4 in the current Cthulhu, and 1d8+1d6 in Cthulhu Now. The .38 Automatic is currently 1d10, was 1d8 in CN. Looks like a few others too, but pistols have been mentioned, so there ya go.
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So, a master shot at 90% would still be halved to 45% by someone moving erratically. You could add modifiers of cover, poor visibility and so on and get a vastly reduced chance to hit, and all within the standard rules. |
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I'm just saying that simply upping the rate of fire without addressing it may, in fact, essentially make the game _less_ realistic (and have some undesireable play-balance issues on giving even more benefit to people who get off the first shots). It probably pays to not get carried away with ROF issues if you aren't going to downgrade accuracy.
One way to do so is to not, as you say, actually roll for every shot, but take some kind of autofire like mechanic; and of course, suppression fire should be done differently, too. |
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It might be handled by simply having a rapid-fire penalty though; it just needs to be halfway steep. |
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IMO, the older damages are a bit more consistent, basically you could work out damage values by compaisons with the statsgiven. The new version just looks like someone tweaked it to give what he felt was right. But that ended up pushing the pistol damage in to close to the rile damages. THe big difficulty with firearms in most RPGs, including BRP is the variable damage. In realisty firearms tend to make smaller wounds than swords and axes, but are still lethal becuase of wound placement. With a variable damage roll (1D10, 2D8, etc.) the damage done is more a factor of how well you roll on the damage die than how well you place the bullet (skill). 80% of your damage is just random by weapon. Something liek +1 to each damage die per 10% you make the roll by would probably work out better. We'd need to reduce the damage a little first though. |
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I agree. In fact, I'd go one step father and say that location is key for all weapon damages. It is just becomes less imprtant the more powerful and larger the weapon is. With pistol bullets and knives it is crucial, with nukes is isn't important at all. Plus with most melee weapons you can do damage taking the weapon "out" of the foe too.
BRP's strengths and weakness tend to come from it's SCA orgins. n SCA combat you don't get linger deaths, and all that. You get up and functiong, lost limb, or dead. |
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Part of the problem, of course, is it depends on whether you're dealing with hit locations; if you are, they're handling part of the problem there. Past that, you can easily assume that hitting critical locations is part of what the abstraction of damage rolls in the first place does.
Contribution of skill to location is tricky. Almost everyone aims a missile weapon at the torso barring sniping situations, because honestly, playing headshot games is usually counterproductive; you end up missing enough more you could have done the job just with rounds to target. Personally, I think its an element that at least as a standard default is more trouble than its worth, buy YMMV. |
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