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[Firearms] Best Firearms Combat Rules?

Started by trechriron, September 08, 2011, 08:18:23 PM

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trechriron

In your opinion, what are the best firearm combat rules you have GM'ed or Played?

How do they handle;

1) Autofire
2) Semi-Auto Fire
3) Reloading
4) Recoil
5) Ammo
6) Variance/similarity to thrown weapons or muscle powered ranged weapons

?

Also, any pet peeves that many/most systems seem to do wrong/poorly?

Thanks,
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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David Johansen

"Best" is pretty subjective.  GURPS is pretty good as long as you can live with the hand wave of "dodging" bringing rifle range accuracy levels down to something a hair more realistic.  In GURPS a round is one second long.  Loading a magazine generally takes two rounds.  Autofire weapons have a "Recoil" value that is the number of points under the chance of success per hit.  Ammo is tracked in detail.

Now if you're looking for results like supression that's a different level of "Best".
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jibbajibba

best as in most realistic, most playable, the ones that simulate action movies the best, the ones that get out of the way and let you roleplay, ????
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Sigmund

Quote from: jibbajibba;477604best as in most realistic, most playable, the ones that simulate action movies the best, the ones that get out of the way and let you roleplay, ????

Great question. The most important in order to answer I'd say.
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Silverlion

Quote from: Talking_Muffin;477603I'd have to say Cyberpunk 2020.

I found Friday Night Firefight (Cyberpunk 1E) better myself. Crazy but better.

I am not sure what I'd consider "best." I think that Milleniums End (IIRC) were decent. But that has been ages and ages and now somewhat obscure.
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For me? Any game that involves just rolling one die to see if you hit or not.  The last thing I fucking care about is "realism", and unless you're playing a very specific kind of game where the emulation demands it, a great deal of complexity in the rules is usually misplaced gun-fetishism.  
Its the kind of thing that might make sense if you're playing a game about special forces ops; but it doesn't make sense in, say, a supers game, or an occult horror game, or even a wuxia game.

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I like the gun rules in Dark Hershey. The correlation between what you need to hit and hitting the left leg is really awesome!

Gruntfuttock

Quote from: RPGPundit;477805For me? Any game that involves just rolling one die to see if you hit or not.  The last thing I fucking care about is "realism", and unless you're playing a very specific kind of game where the emulation demands it, a great deal of complexity in the rules is usually misplaced gun-fetishism.  
Its the kind of thing that might make sense if you're playing a game about special forces ops; but it doesn't make sense in, say, a supers game, or an occult horror game, or even a wuxia game.

RPGPundit

Quoted for truth.

I have an occasional  player who is a total gun nut, despite being British and so having very little first-hand knowledge of firearms. You'd think that he'd like simple 'cinematic' gun rules that allow him to be a hotshot gunfighter.

Nope.

He wants 'realism' despite having no real idea of what that means. If I let him (which I don't) he'd argue about how a particular gun should be modelled by the system during the bloody game, and how the system and I have got it wrong.
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S'mon

2e Twilight 2000.  Nothing like rolling a d6 for every bullet in an autofire burst.

When those 20 d6s hit the table it is ROCK AND ROLL BABY YEAH!! :D
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Quote from: Gruntfuttock;477824Quoted for truth.

I have an occasional  player who is a total gun nut, despite being British and so having very little first-hand knowledge of firearms.

I'll get me coat...
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RPGPundit

Quote from: Gruntfuttock;477824Quoted for truth.

I have an occasional  player who is a total gun nut, despite being British and so having very little first-hand knowledge of firearms. You'd think that he'd like simple 'cinematic' gun rules that allow him to be a hotshot gunfighter.

Nope.

He wants 'realism' despite having no real idea of what that means. If I let him (which I don't) he'd argue about how a particular gun should be modelled by the system during the bloody game, and how the system and I have got it wrong.

Its an all-too-common problem.

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Ian Warner

I've noticed some games with simplifed gun rules like nWoD later release supplements for gun nuts with hyper detailed rules. Really you shouldn't have to. Either people should shut up and put up or you should have gun creation rules in the core.
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silva

Quote from: RPGPundit;477805For me? Any game that involves just rolling one die to see if you hit or not.  The last thing I fucking care about is "realism", and unless you're playing a very specific kind of game where the emulation demands it, a great deal of complexity in the rules is usually misplaced gun-fetishism.  
Its the kind of thing that might make sense if you're playing a game about special forces ops; but it doesn't make sense in, say, a supers game, or an occult horror game, or even a wuxia game.

RPGPundit
Ditto.

GamerDude

Mongoose Traveller.  Ranges are fixed as in, for every weapon "close" is 1-2 squares away, but depending on the type of firearm they have their own set of modifiers for that range (as opposed to like D&D3rd where Long Bows are 100 ft, Composite long are 110 ft, and then you deal with how many "increments" away the target is).

Also between the Core Rule Book and the Consolidated Supply Catalog the list of firearms is HUGE - and for the most part are done as classes/types of weapons vs the 82 different types of sniper rifles each listed separately (ok, I made that number up)

It has great rules for burst and full-auto fire etc.

I've been running it since the open play test in early 2008.