Saturday, August 09, 2014

Firearm Range in Saints & Sinners

Saints & Sinners, being a modern warfare RPG, focuses heavily on firearm combat. It has two types of ranges: the physical range to the target and the apparent range to the target. The first, the physical range, involves the weapon's quality and accuracy at a given range. The second, the apparent range, is how far the target is as seen by the character's eye.

The distance to the target determines how difficult the shot will be when using a given weapon. Players look up the range on the weapon's specs and this gives them a difficulty rating for the skill check. The skill check is rolled and modified by the penalties given by visual range. The further out the target or the smaller the target is the harder it is to aim well.

Scopes don't add bonuses, they shorten the visual range. A 3x scope will make something at 90m appear at 30m. The player then applies the much lower penalties for 30m than the higher ones for 90m. This simplifies the modifiers and the building of the character. As a player you only need one table on your character sheet that shows modifiers for the naked eye. All scopes can then be converted to this range using the scope's amplification. This simplifies things considerably, specially if your character has a variable scope on the sniper rifle.

This is the first post of a series of posts showing snippet of the game's concepts and mechanics. Saints & Sinners is available as a pay what you want download on Drivethrustuff. It's less than 70 pages long and includes a 4 page quick start guide that will get you up and running in a few minutes. I'm always looking forward to getting feedback on the game so if you've played it let me know about your experience as either a player or GM.

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