i'm agree with Jack. The gunfire it's a importat part of this game. I prefer the realist way
Just one detail: 1 feet = 0.3 m, so 30'= 10m (for convenience). Shooting a rifle at a 10m target shouldn't be very hard. It is not very far indeed. Although we have to say that the rifles of the time (what year did you say we were exactly?) were not as accurate or powerful as nowadays.
The rifles have a range of 300´ to 400´, obviously it´s not the same to fire at close range than far away. That´s where the range modifiers come into play. At 10 feet you get +4 accuracy with your file. The reason Dead Eye is not applicable for distances below 30 feet is that it´s a talent for long range shooting. It does not make it easier for you to shoot at someone in front of you. But for instance a target 300´+ away is -6 normally, for you it´s -4.
From what I´ve read in the forums, the weapon information and stats are considered quite correct. But there is a small catch with historical data. In order to have the widest variety of weapon technology available for gaming purposes, some of the inventions were made available quicker than in the real history. But we are talking about a few year difference, and not relevant for this story.
In general, info such as the draw speed of different pistols, and the comparative range of the rifles etc.. It seems they got those right. And I like the detailed description of each weapon. The effective range for the pistols was very poor. And shotguns were incredibly deadly at close range.
From the books I´ve read, I remember that the quickest gunslingers in the West were able to draw their gun in 7 tenths of a second (7 counts in this system). There were only a handful that were able to do it in that time or less. Looking at Ed Stein, he got the perfect Initiative roll of 1, and he is very quick, so it took him only half a second (5 counts). Makes sense.
The year was 1887 as far as I can remember, not important though.
Choctaw got very lucky there... He rolled 19 to hit. A word of warning for everyone... "Please do not try this at home". Fanfiring normally has -6 penalty for accuracy, and 14 or less is always a miss. It´s a good technique to fire quickly for example to provide cover for a pal or if faced with a few enemies.
Flinching: this is interesting, any shot that hits or even comes close to hitting causes a willpower check. So if the bullet hits close, you also need to check WIS and might duck for cover involuntary.
Ah, I rolled the damage with the Choctaw shot, I was thinking for future maybe after the "To hit" 1d20 roll, if the result is acceptable (or always, does not matter), the player could also roll the damage. The damage each weapon does can be found on the info sheet. Also penetration damage applies, so if you roll maximum damage, you repeat and add to the result. Same as with To Hit, a natural 20 you repeat the roll. Natural 1 is a mishap with the gun.
I am not sure if it is worth it to show the shotclock for each shot during gameplay.
I was thinking about roll the damage, but you didn't asked , and I didn't want to overtake events XD
The shotclock is sooo cool. It gives that western sensation... 0:-)
Yep, the Shot Clock is a clever idea. In tabletop gaming, there is also a deck of cards used for different things in this system. The Shot Clock can also be used with photographs instead of silhouettes for extra coolness...
"You ain´t seen nothin´yet" :)
I´ve completed the tutorial with some more info regarding AIMING. I copy it here also.
AIMING
After the gun is drawn out, following actions happen:
Aiming (bringing a fire arm to bear/aim) => 4 Counts. This is the normal procedure, basically it means to aim. You can choose to Hipshoot (not to aim, see below) or reduce this time using Fanfire.
Additional aiming (time added to the 4 Count above)
Steady Hand: bringing a second hand to hold steady a pistol in the other hand. Applies only to pistols, and the second hand has to be free/empty. 2 Counts, +2 Accuracy
Fire Deliberately: deliberate shooters take their time to get a better accuracy. Pistols: 4 Counts, +2 Accuracy. Rifle: 8 Counts, +4 Accuracy
Taking Careful Aim: this involves sighting a target for 1-2 seconds while maintaining relaxed or controlled breathing. Cannot be combines with Firing Deliberately. A man Firing Deliberately can choose not to shoot and continue aiming to gain the Taking Careful Aim bonus instead. Pistols: 10 Counts, +3 Accuracy. Rifles: 20 Counts, +6 Accuracy.
Related actions:
Hipshooting: Basically firing without aiming. Pistols: 0 Counts, -4 Accuracy. Rifle: 6 Counts, -4 Accuracy.Fanfire: Most shooters pull the hammer back with the thumb of the hand holding the weapon. In order to get a Speed advantage, some gunslingers prefer to use their off hand in a palm down fanning motion to repeatedly pull back the hammer (possible while holding the trigger down). This causes highly inaccurate, though fast, firing. Pistols only. -2 Speed bonus, -6 Accuracy. Cannot be combined with aiming to get extra bonus, but the 4 initial 4 counts apply (reduced to 2 because of -2). So the first fanfired shot is not better than hipshooting, but additional shots follow very rapidly.
The procedure is DRAW > AIM > FIRE.
Fire Deliberately: deliberate shooters take their time to get a better accuracy. Pistols: 4 Counts, +2 Accuracy. Rifle: 8 Counts, +4 Accuracy
Taking Careful Aim: this involves sighting a target for 1-2 seconds while maintaining relaxed or controlled breathing. Cannot be combines with Firing Deliberately. A man Firing Deliberately can choose not to shoot and continue aiming to gain the Taking Careful Aim bonus instead. Pistols: 10 Counts, +3 Accuracy. Rifles: 20 Counts, +3 Accuracy.
I think I am missing something. Firing Deliberately is faster and more accurate than Taking Careful Aim. Why would anyone take careful aim?
I see you have said in the scene: Careful Aim is +6, not +3. Now it is clear.
Careful Aim is +6, not +3
Yep, that´s right Sinta... I´ve edited it in the Tutorial also, thanks!
I´ve uploaded the reference sheet (Shooting Actions) with this bonus amended.
Good thing you all got enough bullets and ammo, your aim is way off :)
It's the player's bad luck what it's showing up, although Jack's aim it's nothing to be impressed about neither.
So very true... but I recognize the fact that it's very western-appealing thing. Bullets flying all around and everything :-)
One thing I like about this system is that it was designed specifically for western-games... It does have that feel from western films with shots being fired all over the place, and it also works well for a showdown scene where two gunslingers draw out their weapons.
On the other hand, it´s a good thing we do the practice scenes, if only to see how difficult it is to gun down someone in the middle of a gunfight.
Also, the negative modifier for no previous gunfight experience will be gone for when start the actual story.
Also, the negative modifier for no previous gunfight experience will be gone for when start the actual story.
Thanks God... I mean, thanks, Master xD
The practice scenes are wonderful, because I can´t get used to the shooting system :).
Yeah that's right! But... When we start the actual story, we should interpret our characters in a narrative way... isn't it? (sorry but I'm very very noob in this game system...) ^^'
When we start the actual story, the focus is much more in the interpretation. There will probably be a few gunfights but when they are meaningful for the story, and the gunfights will be done in a more narrative way. The aim for the practice scene is to understand the game mechanics involved, but in the actual story there will be more description and less modifiers and bonuses etc.
Also, it´s often possible to avoid gunfights by negotiating or otherwise but since the whole purpose of the practice scene is to practice gunfight mechanics, it would not make much sense in this case :)
I never played with this rules before but... the gunfights seems to be eternal... it's easy to miss the shot.