This is an article-by-article review of Pyramid #3/57: Gunplay. While I don’t usually do this, the subject matter of this issue is just what this blog ordered, and even if one of my own articles is in it, I really think every article, and nearly every word, of this issue is worth reading. So, a series of (hopefully) shortish posts. You can find the installments on Modern Warfighter: Gear here, as well as The Devil’s Chariot, and Brock-Avery Guns.
Reviewing my own work. How terribly narcissistic.
Dodge This ( +Douglas Cole )
This article tries to break down some alternate rules for dodging projectiles of all speeds. It’s organized in three sections, and includes one large box on why rules such as these might not be a good idea for inclusion in the Basic Set, and ends with some tables summarizing some of the suggestions for penalties, modifiers, and die rolls given in the article.
Keen Eyes and Fast Reflexes
|Saw that one coming . . .|
This section spends about a page on perception rolls. No, really. The basic rules hang a lot on the question of whether or not you are aware of a foe, because tucked right in the definition of Active Defense is the prohibition of using one against an attack you can’t perceive in some way.
The sub-sections includes a bit on GURPS’ default assumptions about perception rolls and awareness, and then provides some suggestions for GMs that want to have a die roll determine whether a foe is currently being tracked. Lots of penalties, arcs of vision, and it touches on Danger Sense and Enhanced Tracking, two Advantages that can help with Perception checks.
All of them end the same way: lacking other options, you can defend against that which you’re aware of. If you’re not, you can’t.
Bob and Weave
A very short section containing an optional rule. If post-hit defending breaks your SoDoM (Sense-of-Disbelief-o-Meter), then you’re given a variant: Move and Attack (Evasive), which allows you to dodge like a funky monkey, giving penalties to be hit, but taking penalties to your own actions as well.
The last section gives details on using these options with incoming projectiles. First, seeing an incoming ranged threat, notionally from a thrown car (I should have worked that in for supers) or a hurled axe all the way down to rifle bullets. This is basically a determination of the size modifier of the threat, and if you can resolve it, a Perception roll based on size and movement.
From there, you can try and stop it, but a method of penalizing defenses based on projectile speed is given for those who feel that fast attacks should be harder to parry, block, or dodge. The rules are rationalized in the case for using objects or shields as cover, as well as a short discussion of how they work with spells. Also lists the penalty for dodging lasers. For whenever that comes up.
Finally, for those who know and love Tactical Shooting, which also has some harsh rules for the dodging of bullets, a few words are spent on how to mesh this article with those rules.