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best OSR Firearms rules?

Started by Robyo, April 09, 2017, 07:01:29 PM

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Vile Traveller

Quote from: Spinachcat;956328What does White Lies do regarding modern weapon damage vs escalating HP?
Is this a necessity for D&D-style games*? Because normal weapons in D&D don't escalate their damage, they just get replaced with magic items. It's actually easier to do with firearms and related modern weaponry because it does escalate in damage - go from pistols through full-bore rifles to machineguns, cannon, mortars, rockets, missiles, etc. Let's see that red dragon shake off a couple of rounds from a Carl Gustaf. ;)

* Which, incidentally I don't think are the be-all and end-all of the OSR, but I know many people think so, so let's not get into that. If you want to expand the selection, my favourite rules are my Striker! Tables for BRP.

Skarg

If it doesn't seem like a problem, then it might not be, for you. I just prefer to have injuries be serious and not level-based, especially in games with guns and little/no armor. Yes sometimes people shrug off bullets for a while, but they can't count on it, so I want it to be about hit location and/or luck. And I want the gameplay about what you do to minimize the chance of being hit, rather than having not much you can do to avoid it almost always being an exchange of wounds. I don't want the main way to win to be to be able to get wounded more than one's opponents. I want it to mainly be about what you can do to avoid getting shot.

crkrueger

Quote from: cranebump;956515Our best rule is to keep all firearms on safety, and pointed away from the DM.

Heh, now that's a Texan. :D
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cranebump

Quote from: CRKrueger;956663Heh, now that's a Texan. :D

Ha! No shit, man.
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RPGPundit

Given the author's later anti-OSR hissy-fit, I have mixed feelings about suggesting it, but the rules in Hulks & Horrors were pretty good.

As for very early renaissance firearms, my own Dark Albion has rules for that, which are also going to be included and very slightly expanded upon in my upcoming Lion & Dragon: Medieval Authentic OSR Roleplaying book.
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Robyo

We've have been using gear from Hulks & Horrors, actually. It fits the bill nicely. Using some of the monsters too. But the actual combat rules and options are fairly light. There's no rules about laying down a suppressing fire, for example.

I do have Dark Albion and like it quite a bit.

RPGPundit

Hmm, yeah, not sure what I'd do for suppressing fire.
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amacris

A rule I've been toying with has been to give characters a fixed amount of Hit Points equal to 1/2 CON, and then Dodge Points on top of that.
Fighters get 1d3 Dodge Points per level, Clerics get 1d2 Dodge Points per level, and Thieves and Magic-Users get 1d3-1 Dodge Points per Level.  

If you get hit, if you spend 1 Dodge Point, you avoid the attack. For each Dodge Point spent, you must fall prone, duck behind cover, or move 5'.
A burst from an automatic weapon costs 1d3 Dodge Points to avoid.
An area-of-effect attack requires 1 Dodge Point per 5' radius to avoid.
Moving through the beaten zone of a suppressive fire attack costs 1 Dodge Point per 5'.

I think this sort of a system might successfully combine attrition-style D&D combat (where high-level heroes can last a long time due to reams of hp) with something that feels plausible in a world of guns. It's Batman dodging gun fire without ever getting hit.

Tod13

Quote from: RPGPundit;959073Hmm, yeah, not sure what I'd do for suppressing fire.

You can either roll play it or use rules like:

Requirements: full-auto (not just burst) belt-fed weapon, requires one full belt per minute of suppression (or a flame thrower)
Weapons Skill Roll: to successfully keep an area suppressed
Saving Throw: to avoid damage if moving into/through suppressed area, make saving throw each round (or turn, whichever is shorter in your system) in the suppressed area

Ronin

Quote from: Tod13;959120You can either roll play it or use rules like:

Requirements: full-auto (not just burst) belt-fed weapon, requires one full belt per minute of suppression (or a flame thrower)
Weapons Skill Roll: to successfully keep an area suppressed
Saving Throw: to avoid damage if moving into/through suppressed area, make saving throw each round (or turn, whichever is shorter in your system) in the suppressed area

Good idea. But I don't agree with the belt fed requirement. It can be done with a box magazine fed weapon. Not to mention for example the M-60 fires at a rate of 500-650 rounds per minute. Normal cloth issue ammo belt hold 100 rounds. So a full belt continuously fired only lasts approximately 12-15 seconds. pont being ammo consumptio would be higher than that. SHowing suppression can be achieved with less ammunition expended. Course these thoughts could be more realist than you are looking for. Or hell maybe I'm over thinking it.
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Tod13

Quote from: Ronin;959270Good idea. But I don't agree with the belt fed requirement. It can be done with a box magazine fed weapon. Not to mention for example the M-60 fires at a rate of 500-650 rounds per minute. Normal cloth issue ammo belt hold 100 rounds. So a full belt continuously fired only lasts approximately 12-15 seconds. pont being ammo consumptio would be higher than that. SHowing suppression can be achieved with less ammunition expended. Course these thoughts could be more realist than you are looking for. Or hell maybe I'm over thinking it.

Good points but I wasn't going for that level of realism. Want rules for walking Maremont fire into someone with tracers at 500 yards? :D

I pretty much took my experience with select fire stuff and said "how would I gamify this while making it somewhat realistic?" and trying to avoid firearms in general becoming area effect weapons. Saying you needed a belt fed seemed like a reasonable balance. ;)

If you wanted more realism, you could allow magazine weapons to do suppression fire but allow an easier saving throw, even with 3-5 round bursts, that magazine empties fast. And something like a FAL with a 20 round mag is empty before you know it.

Robyo

My copy of WW II: Operation Whitebox arrived yesterday and I am quite pleased. It contains rules for bursts and suppressive fire, and you can do it even with a submachine gun.

A great resource for adding modern day stuff, using OSR sensibilities. There's a concise mass combat section. You don't need to track ammo, you just start making a saving throw after three or more firefights.

I prefer to have more than just d20's and d6's at my table, but other than that, it seems fairly solid.

Ronin

Quote from: Robyo;959357My copy of WW II: Operation Whitebox arrived yesterday and I am quite pleased. It contains rules for bursts and suppressive fire, and you can do it even with a submachine gun.

A great resource for adding modern day stuff, using OSR sensibilities. There's a concise mass combat section. You don't need to track ammo, you just start making a saving throw after three or more firefights.
I've been sorely tempted to buy this. I love to know any more thoughts you have about this. (Perhaps in its own thread as to not derail to much)
Quote from: Robyo;959357I prefer to have more than just d20's and d6's at my table, but other than that, it seems fairly solid.
I agree with this statement. Its really the only thing I'm not real keen on about White Box
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Dumarest

Quote from: Robyo;959357I prefer to have more than just d20's and d6's at my table, but other than that, it seems fairly solid.

I'm that crazy nut who prefers a game that just uses the good old six-sider, which may be part of why I stick with Classic Traveller and The Fantasy Trip. I'll tolerate a pair of ten-siders for d100 Chaosium games...but I try to avoid games that need a d4, d8, d10, d12, and d20. It's a weird mental block, I guess. I like using the same dice for everything.

Robyo

Quote from: Dumarest;959485I'm that crazy nut who prefers a game that just uses the good old six-sider, which may be part of why I stick with Classic Traveller and The Fantasy Trip. I'll tolerate a pair of ten-siders for d100 Chaosium games...but I try to avoid games that need a d4, d8, d10, d12, and d20. It's a weird mental block, I guess. I like using the same dice for everything.

I guess we won't tap you for playing DCC then! It uses the above as well as d7, d14, d16, d24... Seriously though, there's nothing wrong with strictly d6 or d100 games. I cut my teeth on Star Frontiers and Traveller.

My group seems to like the increasing die size to simulate increasing bullet size. So, a .38 slug might do 1d6, but a .44 magnum might do 1d8, or even 1d10.