Re: The Horrors of Realistic Weapons

By Bertil Jonell ·

TML message #673From bundle 61Read the whole thread (6 messages)All messages with this subject

In reply to #671 Re: The Horrors of Realistic Weapons by Dan Corrin
[This came to [email removed], looks like it was
meant for [email removed].  Watch those automatic reply
headers! -- James]

> I would be interested in hearing how the people on the mailing list have
> reacted to the various combat systems created by GDW, and the modifications
> they have come up with to deal with aspects they did not like.

About a year ago I remade the MegaT combatsystem with the Twilight system
as an pattern. I'll try to dig it up somtime after the exams are done.

Very shortly it went like this:
To hit is, like before, a task and the difficulties per range are the same
with one exeption: All long weapons have Difficult on Short range.
(Try handling a rifle when wrestling!) Also, to separate the weapons alittle,
they had extra positive DM's on some ranges for some weapons
(Actually more simple than it sounds)
When you hit someone (or somebeing B-) the damage done was random. (ie: 4D
was "Toss 4 dice" and not "4 woundpoints") The damage the person sustained
was what was left when you subtracted what the armor absorbed.
There were also hit locations with capacities based on the UPP of the target.

This system worked quite well for small-scale combat, < 10 participants
on each side and not too many Autofire weapons with Dangerspace.

> (I have a feeling that
> for the most part, however, people will agree that GDW combat systems leave
> something to be desired.)

Yupp!

>      Mark

- -bertil-

- --
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
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