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What is Maximum Range?
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Dredwulf60
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PostPosted: Tue Jun 12, 2018 8:42 pm    Post subject: Reply with quote

Naaman wrote:
Honestly, I don't think it really matters unless, as a GM, you want to calculate where a blaster bolt goes and what/who it might hit down range if the shot misses.

In other words, is there an innocent person half a mile down the road, and the shooter missed the target 20m in front of him, but continues another 800m and hits the bystander?

Seems to me that a scenario like that or similar is the only reason one should care about the difference between max effective and absolute max range.


I think the other reason it might matter is if you have a highly skilled shooter who might want to push the envelope.

Player: "This blaster has a listed maximum range of 130."

GM: "Your target is 145 away. You'll have to move closer."

Player: "Nope. I've got 8D specialization in Blaster Rifle...I'm going to take the shot. What's the difficulty?"
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Naaman
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PostPosted: Tue Jun 12, 2018 9:01 pm    Post subject: Reply with quote

Yup. As an infantryman, that is something you understand, although, I speculate that the designers never thought about it at all, which was where I was going.


I think the simplest answer would be to say that a shot is lethal up to some percent (say, 50%) over its max range, so in your ecample, 195m would be the absolute max. Then the GM could add +2 (or whatever) for every 10m over the max effective.
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CRMcNeill
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PostPosted: Tue Jun 12, 2018 10:06 pm    Post subject: Reply with quote

That’s my feeling, as well. I like the idea of skills and equipment that allow characters to push weapon ranges out further as their skill level increases.
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garhkal
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PostPosted: Wed Jun 13, 2018 12:05 am    Post subject: Reply with quote

Naaman wrote:
Yup. As an infantryman, that is something you understand, although, I speculate that the designers never thought about it at all, which was where I was going.


I think the simplest answer would be to say that a shot is lethal up to some percent (say, 50%) over its max range, so in your ecample, 195m would be the absolute max. Then the GM could add +2 (or whatever) for every 10m over the max effective.

+2 diff/10 meters beyond max listed range sounds good.
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CRMcNeill
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PostPosted: Wed Jun 13, 2018 11:02 am    Post subject: Reply with quote

Awfully limited, IMO, especially for longer ranged weapons. That's a +20 modifier to add an extra 100 meters range to a 250-meter max blaster rifle.
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garhkal
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PostPosted: Wed Jun 13, 2018 12:24 pm    Post subject: Reply with quote

So tier it.. Pistols +2/5 meters
Carbines +2/10 meters
Rifles +2/15 meters..
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Mamatried
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PostPosted: Wed Jun 13, 2018 3:57 pm    Post subject: Reply with quote

garhkal wrote:
So tier it.. Pistols +2/5 meters
Carbines +2/10 meters
Rifles +2/15 meters..



Makes sense

Wrist Turbolaser battery +2/10km
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Naaman
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PostPosted: Wed Jun 13, 2018 4:34 pm    Post subject: Reply with quote

CRMcNeill wrote:
Awfully limited, IMO, especially for longer ranged weapons. That's a +20 modifier to add an extra 100 meters range to a 250-meter max blaster rifle.



Now it starts to get into what you consider max range to actually mean (the physics of it).

If it were me, I would keep the +2/10m and use something like an advanced skill (sniper) to push those limits beyond that.

Of course, I think the best solution is is to use house ruled weapons, since the designers seem not to have any real concept of military hardware beyond their own interpretation of Hollywood's portrayal. The 250m sniper rifle is possibly the best example. +20 sound fine to me for pushing a weapon 40% past its max effective range.
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Mamatried
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PostPosted: Wed Jun 13, 2018 4:46 pm    Post subject: Reply with quote

How about adding to the range band.

Close 5m
Medium 15m
Long 30 m

The Blaster shoots at long range 30m

adding another range band - close is done with +2
adding range band - Medilum +4
adding another long (MAX) +8

Doubling the difficulty modifier.

35m +2
45m +4
60m +8
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CRMcNeill
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PostPosted: Thu Jun 14, 2018 10:38 am    Post subject: Reply with quote

My thoughts...

(A) [Weapon Skill*] Marksman

Prerequisite: 5D in one Ranged Weapon Skill*

Description: This skill covers training with the behavioral characteristics of a specific type of weapon at very long ranges, enabling that character to attempt shots at targets outside of the weapon's normal effective range.

Game Use: The Marksman skill introduces a new range band beyond Long Range: Extreme Range, with a Difficulty of Heroic. To generate a maximum distance for Extreme Range, roll the Marksman skill against Easy Difficulty. On a success, maximum Extreme Range is equal to Long Range + 50%, plus an additional 50% for every 10 points by which the skill roll beats the base Difficulty. The Marksman roll to generate Extreme Range is considered a standard roll for MAP purposes.

*Marksman must be purchased and improved separately for each prerequisite skill: Blaster Marksman, Firearms Marksman, etc.
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Whill
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PostPosted: Thu Jun 14, 2018 5:50 pm    Post subject: Reply with quote

I like it.
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Mamatried
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PostPosted: Thu Jun 14, 2018 6:26 pm    Post subject: Reply with quote

I think Maximum range is the End. it is very hard to go beyond
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CRMcNeill
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PostPosted: Fri Jun 15, 2018 6:20 am    Post subject: Reply with quote

Mamatried wrote:
I think Maximum range is the End. it is very hard to go beyond

Well, which is it? You can’t have both.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Mamatried
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PostPosted: Fri Jun 15, 2018 8:50 am    Post subject: Reply with quote

.....This is the end, my only friend.....the End.
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Dredwulf60
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PostPosted: Sat Jun 16, 2018 1:30 pm    Post subject: Reply with quote

Personally I like the D&D style range increment.

If I were going to redesign Star Wars weapons (again) I would list a base range for each weapon. Every multiple of that range would increase the difficulty.

ie Blaster pistol: 10m is a very easy shot. Every additional 10m increases the difficulty one level.

Blaster rifle: 50m is a very easy shot. Every additional 50m increases the difficulty one level

Basic Sniper scope: When added to a Blaster rifle, it reduces the final difficulty by 1 level, to a minimum of easy.

Advanced Sniper scope: When added to a Blaster rifle, it reduces the final difficulty by 2 levels, to a minimum of easy.

--Or something like that.
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