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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16404 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Apr 15, 2011 4:15 pm Post subject: |
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garhkal wrote: |
(A) Sniping.
This skill is used when using any ranged weapon with single shot capacity to make those sniping shots at long range. it allows one to gauge proper distance drop, range/windage changes for scopes and other things.
Requires both Firearms and Blaster of 5d.
This skill allows one using it to add a 4th range spectrum, Very long range (add 50% to long so a Blaster rifle of 200 max range would become 300 for VL), with a difficulty of very difficult (25) base + |
The only problem I have here is that distance drop and windage would not have the same effect on a blaster bolt as they would on a bullet, what with a blaster bolt being a linear discharge. While exceptionally strong gravity fields can affect electromagnetic energy, that's not something you see in standard gravity. Plus, depending on a culture's weaponry, they may not have access to one kind of weapon or the other. It might be better to have a minimum requirement of 5D Blaster and/or Firearms, but limit the bonuses to the skills that the character actually had as prerequisites. For instance, a person who had 5D Blaster but not Firearms could use Sniper (A) to enhance his Blaster skill, but not his Firearms. Perhaps once he enhanced his Firearms to 5D, he could pay the CP cost to learn the Firearms aspects of sniping, at which point he could apply the full bonus to either skill. _________________ "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.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Apr 15, 2011 9:46 pm Post subject: |
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True.. so what other than range extreme, would be another good aspect to make for (A) Sniping, under blaster? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16404 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 16, 2011 1:29 am Post subject: |
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Well, considering how long snipers are trained to wait to take their shots, there should be something to represent how patient they have to be. Maybe a Willpower roll of some kind? _________________ "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.
The CRMcNeill Stat/Rule Index
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Sat Apr 16, 2011 1:43 am Post subject: |
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I'd suggest considerable stamina. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Random Numbers Commander


Joined: 12 Jan 2010 Posts: 454 Location: Gladsheim
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Posted: Sat Apr 16, 2011 8:45 am Post subject: Re: Offsetting high power PCs with difficulty numbers |
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Bren wrote: | I recall mention in first edition of adjusting difficulty numbers in scenarios based on PC skill level or party size. So a moderate roll for beginning characters might be 11 while for experienced characters the same roll to succeed might be a 15. This also seems useful to slightly adjust the challenge for a party of mixed skill levels so that the adventure is interesting and challenging for both higher and lower powered characters.
For example, a beginning character might have a best skill, say blaster, at 6D, while an advanced character who did not focus on blaster might, by virtue of CPs also have a 6D blaster skill. Both characters are shooting at some stormtroopers at the same (medium) range, so the difficulty is moderate. By setting the respective difficulty number to 11 and 15 both characters are challenged. And if the new character actually has a higher skill than the exprienced character, the effect is even more profound.
Thoughts? |
This is off course an easy way off using beginner adventures for advanced characters. Does it really mean that you would have variable target numbers for different characters in the same session? _________________ Random is who random does... |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Apr 16, 2011 9:06 am Post subject: Re: Offsetting high power PCs with difficulty numbers |
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Random Numbers wrote: | This is off course an easy way off using beginner adventures for advanced characters. Does it really mean that you would have variable target numbers for different characters in the same session? | That was the thought.
It was an idea I suggested to my co-GM as a way of equalizing things a bit between starting or low experience PCs and more experienced PCs. The idea was the it would make the same scenario harder for the more experienced character and easier for the beginning character. It would also mean that for skills that both characters have at say 5D, the beginning character would actually be more likely to succeed. Since that skill is probably one of the few that the beginning character is good at, while for the experienced character 5D is probably one of very many skills he has at that level. Therefore the new slicer may be the better choice for rolling say security or droid programming rather than the experienced character who has that as his 17th best skill.
After some discussion no one on the forum seemed to like the idea. The consensus seemed to be that it was too unfair to the poor experienced character and people found that solution less plausible or realistic than the tough bad guys somehow always targetting the tough PC.  |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Apr 16, 2011 12:46 pm Post subject: |
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garhkal wrote: | True.. so what other than range extreme, would be another good aspect to make for (A) Sniping, under blaster? |
Well, if Very Long Long range for a firearm is 1.5xLong, then I7d suggest going with 1.75xLong for Blasters, or maybe 2x.
Or, instead of the flat +50%, you could just use the same range increment used for long range and appy it to all sniping weapons. For example, if a typical blaster rifle has a long range of 200-300 meters, Very Long could be 300-400 meters. If a hunting blaster has a long range of 350-500, then very long could be 500-650, and so forth.
One limit that would be worth bringing up is that the damage should drop off at range. Even energy weapons would difuse over distance. Perhaps we could allow more than one range band beyond long, but each increment causes damage to drop 1D? That way we could have people takeing the "mile shot" in D6, but only with weapons that will keep some damage potential at that range. .
gcrmcneill wrote: |
Well, considering how long snipers are trained to wait to take their shots, there should be something to represent how patient they have to be. Maybe a Willpower roll of some kind? |
How about a sniper skill roll to let then gain additional "time" bonus above the usual +1D? For example, they could take four times as long to get +2D and so on. The "cap" would be based on thier sniper (only) roll. Or, the cap could be based on the Sniper skill Dice.
To some extent we could do this with the range, too, if we wanted to. With a powerful enough scope, a blaster could theoretically shoot something well beyond it's effective range.
If we were to cobine this with one of the "skill for damage" options in the SpecForce Handbook, or even garkhal's "2D for 1D" house rule, snipers could actually sniper (that is go for killing shots).
As for waiting in the bush for the target, I'd say that waiting for a better shot means getting a lower difficulty. |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Apr 16, 2011 2:10 pm Post subject: |
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Yeah, I think sniping requires overkill of some sort to represent the accuracy of the shot. _________________ Blasted rules. Why can't they just be perfect? |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Apr 16, 2011 2:36 pm Post subject: |
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Esoomian wrote: | I'd suggest considerable stamina. |
Both that and C's willpower suggestion are great ideas.
Quote: | How about a sniper skill roll to let then gain additional "time" bonus above the usual +1D? For example, they could take four times as long to get +2D and so on. The "cap" would be based on thier sniper (only) roll. Or, the cap could be based on the Sniper skill Dice. |
I like that idea. BUT i could see capping it at a max bonus equal to their (A) Sniper skill or their Perception.
I also like using in home games, a +1 to damage for each 4 over that the sniper hits with on his to hit roll, to represent the accuracy/overkill factor. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Apr 16, 2011 2:39 pm Post subject: |
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Yeah, accuracy should lead to more damage, but not too much. So I assume you're saying a sniper with Perception 3d could add no more than 3d to damage? If so, I can dig that. _________________ Blasted rules. Why can't they just be perfect? |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Apr 16, 2011 2:52 pm Post subject: |
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garhkal wrote: |
I like that idea. BUT i could see capping it at a max bonus equal to their (A) Sniper skill or their Perception. |
The PER limit would, IMO be too low, and too limiting. Most characters would never have a reason to raise the (A) skill above their PER. Nothing else in the RPG has that sort of limit, so I think PER should be kept out of it.
Besides, with high tech imagiing scopes PER probably isn't that limiting a factor anyway. With SW Tech, I could see snipers being able to see a 3D hologram of thier target with a red dot to indicate point of impact.
garhkal wrote: |
I also like using in home games, a +1 to damage for each 4 over that the sniper hits with on his to hit roll, to represent the accuracy/overkill factor. | [/quote]
I7ve been going with sacrficing attack dice for increased damage. it has a few advantages over the "points over difficulty" methods.
1) PCs don't get trashed by mooks just becuase the GM gets a phenomenal roll on the wild die.
2) Somebody has to consciously try to get the increased damage, by placing his shot at a particular spot. This plays right into sniping as opposed to just shooting. Especially when factoing in for multiple shots and MAPs. With the wild die, snipers will be tempted to take multiple shots and trust to multiple damage rolls and the wild die to take out the target. With the die trade off method, a sniper will be encouraged to take one shot, but trade off skill dice for extra damage in order to make that sot count.
Either the 1D per 1D method give in SpecForces, or garkhals 2D for 1D trade off seem good to me. |
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Random Numbers Commander


Joined: 12 Jan 2010 Posts: 454 Location: Gladsheim
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Posted: Sat Apr 16, 2011 2:58 pm Post subject: Re: Offsetting high power PCs with difficulty numbers |
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Bren wrote: | Random Numbers wrote: | This is off course an easy way off using beginner adventures for advanced characters. Does it really mean that you would have variable target numbers for different characters in the same session? | That was the thought.
It was an idea I suggested to my co-GM as a way of equalizing things a bit between starting or low experience PCs and more experienced PCs. The idea was the it would make the same scenario harder for the more experienced character and easier for the beginning character. It would also mean that for skills that both characters have at say 5D, the beginning character would actually be more likely to succeed. Since that skill is probably one of the few that the beginning character is good at, while for the experienced character 5D is probably one of very many skills he has at that level. Therefore the new slicer may be the better choice for rolling say security or droid programming rather than the experienced character who has that as his 17th best skill.
After some discussion no one on the forum seemed to like the idea. The consensus seemed to be that it was too unfair to the poor experienced character and people found that solution less plausible or realistic than the tough bad guys somehow always targetting the tough PC.  |
Well, it seems a bit golfish to me. Why not let the new characters start out with more character points instead? Or have the experienced characters suffer from some sort of handicap? Like a decease or some such... I'm definitely not saying it's wrong to equal out the odds if that's the only way you can play the characters together. _________________ Random is who random does... |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Apr 16, 2011 3:07 pm Post subject: |
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It is like a golf handicap. But given the feedback, I'd have to think carefully before trying to use this solution.
I was trying to help two different groups of characters run on the same adventure. One group played quite a bit longer and hence had more experienced characters. I was looking for a solution that would let everyone play their usual characters together. |
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Random Numbers Commander


Joined: 12 Jan 2010 Posts: 454 Location: Gladsheim
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Posted: Sat Apr 16, 2011 3:11 pm Post subject: |
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Bren wrote: | It is like a golf handicap. But given the feedback, I'd have to think carefully before trying to use this solution.
I was trying to help two different groups of characters run on the same adventure. One group played quite a bit longer and hence had more experienced characters. I was looking for a solution that would let everyone play their usual characters together. |
It has happened that I've had "noob" characters that I would have liked to play even if the other players had top notch characters. _________________ Random is who random does... |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Apr 16, 2011 3:14 pm Post subject: |
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Random Numbers wrote: | It has happened that I've had "noob" characters that I would have liked to play even if the other players had top notch characters. | I've been on both ends of that power curve. This time, I actually had the more experienced character, but I thought it would be fun to run with the other characters without stealing the show. |
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