Four hands, four guns

By RLogue177, in Star Wars: Age of Rebellion RPG

Aren't pistols essentially useless at Long range? I thought the highest range setting on a pistol was Medium.

He has Sniper Shot.

4 Difficulty dice at Medium he can pretty much rule out hitting multiple times, in fact hitting at all at Medium range he should be thankful for. He's probably will be able to make some things happen at Short on and off again, but even then, 3 Difficulty dice is tough.

Edited by 2P51

Sniper shot. Gotcha. Missed that part.

3 is pretty tough, but throwing a couple gold helps.

I just rolled a bunch of times using the dice app on my phone. (It was handier than grabbing the actual dice which I prefer.) Even at the medium range, I was hitting with two guns a lot and doing +2, +3 damage. Hit with 3 guns a few times too. So I think it'll be okay and the player won't be too frustrated by it.

On Saturday, we'll see how it actually works out. I've got a couple combat encounters written into the session's scenario.

He'll be able to get a dual hit, and maybe even a tri hit at short range on occasion. I'm not sure how many gunfights people have at their tables at short range though, we seem to live at medium. Medium range is going to be more about hoping to simply hit.

That's why I said adding an additional Difficulty on top of what two weapon combat already requires would be too punitive. I love to play to a concept but at some point reality intrudes and you realize you'd be better off using one of the auto fire pistols and getting rid of the extra Difficulty.

So you'd be in favor of just doing the standard +1 difficulty die for two-weapon combo and apply that to however-many-weapons combo? And then the challenge of hitting with more weapons simply becomes how many advantages/triumphs the player wants to spend?

I can dig it. Honestly, I thought I was reading into your posts that you simply disliked the idea overall.

I'll give that some thought. I still want to try it out as I have it written, though. It will be easier (and nicer) to take away the second +difficulty die if two seems to be too tough, than to start with one and want to add a second if it seems too easy.

Edited by RLogue177

No, I actually like the idea a lot. To me I see no reason to adjust the two weapon rule at all.

An autofire attack would be 3 difficulty dice at medium range. You're proposed 4 gun rule would be 4. It makes more mechanical sense to use an autofire weapon. An autofire weapon can also engage multiple targets for the 4 difficulty dice at medium range. So even with 4 guns you're still stuck with only being able to engage one target. So while it is obviously potentially more damage and better than uust 2 guns, it still isn't as good as an autofire weapon, so I say just use the two weapon rule and let him go completely gunlicious.

Honestly I used the squad rules here last week and I am a great deal less worked up over autofire anymore. In any kind of combat heavy encounter it's completely in theme to have the dread evil genius surrounded by minions. They soak up hits nicely and keep players from being too OP.

The flip is true as well. When they're storming the mountain top base in the commando raid ala On Her Majesty's Secret Service or the underwater assault in Thunderball, it is totally cool to have each player leading a squad to take that base. Keeps them alive and lets a GM spray and pray with the machine guns.

Shortly here we'll have the Lightsaber folk bouncing blaster bolts everywhere. There will be all manner of zappy death rays criss crossing through the air of the battlefield! Explosions! Cool one liners! It's gonna be awesome!

Edited by 2P51

I just rolled a bunch of times using the dice app on my phone. (It was handier than grabbing the actual dice which I prefer.) Even at the medium range, I was hitting with two guns a lot and doing +2, +3 damage. Hit with 3 guns a few times too. So I think it'll be okay and the player won't be too frustrated by it.

On Saturday, we'll see how it actually works out. I've got a couple combat encounters written into the session's scenario.

Why would you just roll the dice when I've repeatedly linked to a site that gives you detailed statistics for any dicepool.

:shrug:

I just rolled a bunch of times using the dice app on my phone. (It was handier than grabbing the actual dice which I prefer.) Even at the medium range, I was hitting with two guns a lot and doing +2, +3 damage. Hit with 3 guns a few times too. So I think it'll be okay and the player won't be too frustrated by it.

On Saturday, we'll see how it actually works out. I've got a couple combat encounters written into the session's scenario.

Why would you just roll the dice when I've repeatedly linked to a site that gives you detailed statistics for any dicepool.

:shrug:

Hmm, I didn't notice this could do that. Interesting ^_^

Edited by Routa-maa

Because rolling dice is fun and looking at statistics is not?

Because during a game, you roll dice and see the random result instead of looking at a list of percentages?

Thank you very much for the link(s) to the stats page though. :)

That page is useful though. If someone hates the dice or can't afford them, they could use the page to boil their check down to a percentage and roll d100.

Edited by RLogue177

Two weapon combat makes zero sense in the real world so we will just leave that out since we are talking about shooting ray guns in space.

Well, it has been done to some success actually.

in 18th century duels it was actually fairly common to pair a Rapier with a dueling dagger in the off-hand. The dagger aided in parrying, typically had serrations to catch your opponents blade and either snap or hold it in place, and would be used as a weapon of opportunity if you got the chance.

It was also common to enter a melee with both a sword and a pistol, especially on a ship. The pistol could be discharged at close range for an instant kill attack and also made a hefty bludgeon in addition to your sword.

Shields were also far from a passive piece of defensive equipment.

Because rolling dice is fun and looking at statistics is not?

Because during a game, you roll dice and see the random result instead of looking at a list of percentages?

Thank you very much for the link(s) to the stats page though. :)

That page is useful though. If someone hates the dice or can't afford them, they could use the page to boil their check down to a percentage and roll d100.

The statistics give players an idea of how successful they're going to be, which is information a character would reasonable expected to have (A person is familiar with their own abilities).

And the "boil their check down to a percentage" is extremely wrong, for lots of reasons, but mainly because successes and advantages are strongly negatively correlated, meaning that the more successes you roll, the fewer advantages you tend to roll.

This means you can't break these down into one d100 or even several independent d100s, and that site doesn't give you the conditional probabilities you would need to do it.

And the "boil their check down to a percentage" is extremely wrong, for lots of reasons, but mainly because successes and advantages are strongly negatively correlated, meaning that the more successes you roll, the fewer advantages you tend to roll.

This means you can't break these down into one d100 or even several independent d100s, and that site doesn't give you the conditional probabilities you would need to do it.

Very true. I did not think of that.