Building a Master Instinctive Shooter

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Hotjets

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Jun 29, 2012, 8:50:58 PM6/29/12
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I just read a book about Delta Force and learned that these highly-trained operatives can accurately hit a forehead-sized target with a handgun at short range pretty much every time without taking extra time to aim due to their massive amount if training in instinctive shooting. How can one simulate this in a realistic ORE game? Let’s assume that your average operative has a Coordination of four – that’s pretty impressive for a human, and I refuse to believe that every single Delta Force guy has a five in that stat. I grant that it is possible that, with their very intense, frequent specialized training that they may all have fives in handgun.

With no aiming, this gives them nine dice. If you aim, you drop one die and set another to ten, you roll seven. This gives a fairly good chance of getting a pair of tens, but also a decent chance of not doing so. Now, Delta guys often have done the sort of surveillance that may justify giving them an extra die, as if they had aimed for a round, but this is not always the case.  Often they just go in and adapt to the situation. So, how can one simulate the “always hit ten” skill that these elite operatives normally possess in our real world? 

Hotjets           

Shane Ivey

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Jun 29, 2012, 9:36:42 PM6/29/12
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Allow a character who maxes out the skill and fits some other criteria to upgrade one skill die to a wiggle die/master die.

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Matt

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Jun 29, 2012, 11:15:11 PM6/29/12
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I think what you actually want is wiggle or master dice. 

Master dice are like a called shot but without the penalty so with 2 you can always hit a particular number. 

Wiggle dice aren't rolled, you roll first then decide what number you want wiggle dice to be. So if you have 7d and 1wd you roll 7 dice and then add the wiggle die to any set or loose die. 

There's also Hard Dice but they are always set to ten and lack the finesse you'll want with sniping since they always shoot the target in the ten location (head or most vulnerable point). You might be able to cheese this with a gm by reasoning a sniper always shoots to kill and then targeting equipment when attempting to disable but it's probably more thematically appropriate to get the wiggle dice. 

If you're looking for "realistic" limit the number of wiggle dice in the skill to 1. Then a big dice pool is necessary to hit any target on the fly but a called shot to the hand can still be accomplished by taking your penalty, setting a die to the target number, rolling and adding the wiggle die to the called shot set.

-Matt Conlon
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Daniel Kane

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Jun 30, 2012, 6:55:34 AM6/30/12
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I think Matt means Expert Die, not Master Die -- a Master Die is
exactly like a Wiggle Die, but you can't set multiple Master Dice to
the same value. Having an MD or WD makes it basically impossible for
the shooter to miss a shot, by the way.

Actually, a Hard Die is a *really good* mechanic for someone who's
trained to be very very good at shooting people with maximum
lethality, as opposed to supernaturally skilled shooting.

~me

Kevin L. Nault

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Jul 1, 2012, 11:54:27 PM7/1/12
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I agree that an Expert Die is the way to go.  As I recall, that's the actual justification for them: normal but highly-trained people with extraordinary but not supernatural ability with a skill.  I thought Expert Dice also couldn't be set to the same number, but if you assume 3-4 Coordination (above average, minimum), and 3d+1ed in the firearm skill, they're rolling 6-7 dice looking for a single 10.  I suck at probability math, but I'm pretty sure that's a 60-70% chance of a snap head shot.

Religion, or the duty which we owe our Creator, and the manner of discharging it, can be directed only by reason and conviction, not by force and violence; and therefore all men are equally entitled to the free exercise of religion, according to the dictates of conscience.
  -- James Madison
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