>>651574
Shotguns deal 4d6 on vanilla rules, 4d10 on my custom patch right now. That's enough to reduce someone to a pulp if you get four tens. My custom rules dictate:
>When shooting against an armored target, you roll half the dices instead, unless you are using slug ammo. This will only pierce light armor most of the time, and not by much.
>Shotguns get an "expanded range" to hit. Your roll loses dice for each unit your roll is below the target (that is, if you have target 15, and you roll 12, you deal 1d10, as 15 - 12 = 3, and 4d10 - 3d10 = 1d10)
>Slugs deal 4d10 damage (your average AR deals 5d6; from my limited understanding, slugs should deal even more damage, but I am considering lowering per bullet damage in AR to avoid making them so absurdly lethal compared to even explosives) with +10 to armor piercing (that is enough to go through most medium armors without losing any damage), but lose their expanded range.
>>651637
>Why do you cling to this idea that damage must always be balanced by ROF? Don't punish people for picking good guns.
No, I just don't want to punish people for attempting to use guns. A single guy with an AR can easily kill an entire squad of armored guys, in a single turn, because vanilla rules state that they have a higher theoretical (and most times practical) DPS than a C4 right on top of the enemy. From a balance standpoint it makes no sense, so I need a way to reduce their lethality. High lethality is fun, but getting wiped without being able to react because an NPC rolled too high in initiative, or having the guy with the most initiative in your team finish every single combat without other players being able to do jack shit isn't fun.
>Pick a few cartridges you like and assign damage by looking at energy, momentum, ballistic gel trials, whatever you want.
Yes, all bullet based weapons deal a number of d6 (except snipers, which deal d10 armor piercing) based on their caliber, plus a small static number of damage. I like it this way, but I will also consider your tip of adding extra damage for unusually long barrels.
>All rounds have two penetration scores, if target armor is above these damage is greatly reduced, if between you deal full damage, if below you over penetrate and deal half damage. You can be extra autistic and check targets behind the overpenned guy, in which case the round's penetration score is reduced by the armor of the target it passed through.
How does the overpen work? Wouldn't getting a bullet pierce through your entire torso be absurdly lethal as well? I like the idea overall, though.
>All rounds have a to hit penalty based on their power, except for .22 which has no penalty.
I take this is in order to simulate recoil. Should I take into account the user's Constitution, Finesse or Reflexes in order to reduce this penalty? Should I specify this penalty has to be dropped on the first shot? What's the rationale behind .22 being immune to this penalty (not being inquisitive, I literally have no fucking idea)?
>Y is max effective range, for targets further away you get a to hit penalty for every so many meters. For pistols Y would be about 25 m, revolvers 40, shotguns with slug 50, smg 100, assault rifles 300-400, bolt action 700, sniper rifles 1 km. X is the min effective range and based on compactness of weapon. Targets closer than X incur a hefty ROF penalty. X could be 1m for pistol and revolver, 3m for SMG, shotgun and assault rifle 10m, bolt action 20m, and so on.
I really, really like this idea. I have always heard using guns at melee range is a bad idea, but is it really that noticeable in a real combat situation? As in, is it that hard to fire an AR from the hip at a guy at 1 meter from you?
>ROF doesn't depend on IRL ROF of the weapon except for suppressing fire or firing without aiming. The ROF stat represents how quickly you can aim, so you could call it aim speed or something.
I like the idea a lot, but what happens once it's been aimed? The vanilla system lets you shoot all 30 bullets to the enemy, with no penalty (although most of the time you won't hit all of them due to the way the full auto system works, but whatever). Is this realistic at all? It is basically a superior version of single bullet firing, with the only disadvantage being you waste some bullets and have to reload next turn, but it's not like you can't choose how many bullets you want to shoot (vanilla rules, doesn't aound very realistic to me) so this is moot.
>Also I wouldn't use a stat at all. Looking at actual pro shooters, they don't really seem to be particularly agile or otherwise remarkable.
I was thinking about using Finesse for most aimed shots, Reflexes for reaction shots with little to no aiming, and Sharpness (intelligence)/Knowledge for ultra long range targets (think kilometer long sniper shots). There is no Wisdom stat in my system, but either Knowledge or Resolve could do the trick.
Thanks a lot for all the suggestions, anon.