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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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Clint Site Admin

Joined: 13 May 2003 Posts: 16264
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Posted: Fri Jul 15, 2011 11:44 am Post subject: |
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| islan wrote: | Because it's not sounding Fast, Furious, or Fun (this whole talk of semi-auto and full-auto in this thread has perhaps been the most confusing rule talk I've ever seen in Savage Worlds), and I'm still not even sure what purpose it serves. Still going to take a hard look at it when I get the book and all.
Was there any way they were using 6 Shooting dice with a revolver in Deadlands before SWD as a Setting Rule? |
Yes. This has been used for years in Deadlands.
And I would agree, rather than continue to debate it or try to make a decision with no frame of reference, check the rules out for yourself. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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Jeff Carlsen Seasoned

Joined: 05 Nov 2009 Posts: 175 Location: Burien, WA
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Posted: Fri Jul 15, 2011 1:05 pm Post subject: |
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I don't believe that the rapid attack rules are particularly confusing in and of themselves, but they expect that you know something about firearms. In case that is the problem, here is the rundown using real-world terms:
Single-Shot: Only holds one round. Can fire once, then has to be reloaded.
Most medieval ranged weapons are single shot, as are most old black powder weapons.
Single-shot weapons are denoted in the chart by the number of rounds they require to reload. A single-shot weapon cannot use Rapid Attack, Double Tap, or anything else that requires more than one shot.
Single Action: Can hold more than one round, but the user has to manually work an action between shots.
Revolvers used to be built this way. You had to cock the hammer with your thumb between every shot. This would rotate the cylinder, bringing the round in line with the firing pin, as well as ready the hammer for the next shot. As far as I can tell, there are no single action revolvers listed in SWD.
Pump action shotguns and many rifles are also single-action weapons.
All firearms are Single Action unless stated otherwise (such as Semi-Auto, Auto, or Revolver) Single Action weapons cannot use Rapid Attack, Double Tap, or any other action that requires multiple shots, with one exception. You can fan the hammer of a single action revolver by using Rapid Attack. This involves holding down the trigger and rapidly pulling back the hammer and letting it go, usually with the palm of your hand.
Double Action: A revolver that mechanically rotates the cylinder and cocks the hammer whenever the trigger is pulled.
Double Action revolvers are denoted as Revolver, but are also Semi-Automatic, and follow the same rules.
Semi-Automatic: Fires one round every time the trigger is pulled.
Most semi-automatic weapons use the force of the discharged round and a slide mechanism to automatically reload themselves and cock the hammer. While double action revolvers are technically semi-automatic, the term is usually used to refer to magazine fed, slide based weapons.
Semi-Automatic Weapons are denoted as Semi-Auto. They can be used with Rapid Attack and Double Tap.
Fully Automatic: Continues to fire for as long as the trigger is held down.
Fully automatic rifles are the mainstay of the modern military. They fire hundreds of rounds of ammunition per minute, or they would, if they didn't overheat or run out of ammo. This is useful for suppressive fire, or for making the untrained more effective, but the amount of ammunition wasted is expensive.
Most fully automatic rifles have multiple firing modes, allowing them to function as semi-automatic, and some can even fire three round bursts.
Machine guns are larger fully automatic weapons designed for a larger scale of destruction. Smaller machine guns are free-standing or mounted on trucks, and are meant for area control. Larger ones are attached to large vehicles and aircraft, and are generally intended for use against vehicles and buildings.
Fully automatic weapons are denoted as having a Rate of Fire of 2 or greater. Those that can also fire in semi-automatic mode are designated Auto. When in full auto mode, they use the Automatic rules and may not use Rapid Attack. Switching firing modes is a free action.
Three Round Burst: Fires three rounds every time the trigger is pulled.
Some Automatic Weapons come with a three round bust function. It is a separate firing mode that limits the number of rounds fired to three.
This function is denoted by 3RB. It cannot be combined with Rapid Attack, double tap, or any other rules that allow multiple attacks.
So, Rapid Attack can only be used with melee weapons, semi-automatic firearms and single action revolvers. It cannot be combined with any other actions that permit multiple attacks, but it may be combined with wild attack and called shots.
Did I make any mistakes or miss something? If so, I'll fix it. _________________

Last edited by Jeff Carlsen on Fri Jul 15, 2011 3:39 pm; edited 1 time in total |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Fri Jul 15, 2011 2:24 pm Post subject: |
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| islan wrote: | | Because it's not sounding Fast, Furious, or Fun (this whole talk of semi-auto and full-auto in this thread has perhaps been the most confusing rule talk I've ever seen in Savage Worlds), and I'm still not even sure what purpose it serves. |
The problem is people not knowing the rules they're trying to discuss. Especially rules that have been around for years, like Automatic Fire. I'm always surprised at how many people, who have been savages for years, still don't get how that works.
Add in another way to do many attacks, and the confusion builds quickly.
People (sometimes in their third or fourth language) start discussing a technical issue without being clear about which technical issue they want to talk about. Suddenly you've got four pages of confusing cross chatter that makes everyone, even folks that have a solid grasp of the relevant rules ( ), start wondering "what the h*** is going on?"
These things happen on a forum. I'm pretty sure that's a main reason the Official Answers forums are locked-reply. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Fri Jul 15, 2011 2:30 pm Post subject: |
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| Jeff Carlsen wrote: | | Did I make any mistakes or miss something? If so, I'll fix it. |
Weapons capable of automatic fire have a listed ROF greater than 1. ROF 2+ can use automatic fire (including suppressive fire).
The Auto note indicates a weapon that can also be set to Semi-Automatic use (allowing Double Tap and Rapid Attack).
Weapons with ROF 2+ and no notes can only be used in fully automatic mode.
Other than that, you're good, as far as I can see.  _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16264
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Posted: Fri Jul 15, 2011 2:52 pm Post subject: |
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| Jeff Carlsen wrote: | | Fully automatic weapons are denoted as Auto. When in full auto mode, they use the Automatic rules and may not use Rapid Attack. Switching firing modes doesn't seem to be covered by the rules, but it's usually just a switch, so characters can just choose what firing mode they're in each round. |
What ValhallaGH said, RoF of 2+ indicates fully automatic and Auto designates they are capable of regular automatic single shot firing.
Also...
"Many modern automatic weapons, such as the M16A2, have a selector switch that allows the user to go from single shot, to burst fire, to fully-automatic as a free action." _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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ogbendog Heroic
Joined: 29 Jul 2004 Posts: 1950
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Posted: Fri Jul 15, 2011 3:16 pm Post subject: |
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although, oddly, on page 70 it says,
| Quote: | | Automatic weapons (those with an RoF of 3 or higher) fire much faster |
which I assume is a typo |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16264
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Jeff Carlsen Seasoned

Joined: 05 Nov 2009 Posts: 175 Location: Burien, WA
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Posted: Fri Jul 15, 2011 3:43 pm Post subject: |
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Fixed. Thank you.
Though I'll admit, using Auto do designate that a RoF 3 weapon can fire in semi-automatic mode is awkward. I probably would have gone the Shadowrun method, and just had a column for available firing modes. *shrug* _________________
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Fri Jul 15, 2011 6:58 pm Post subject: |
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| Clint wrote: | Also...
"Many modern automatic weapons, such as the M16A2, have a selector switch that allows the user to go from single shot, to burst fire, to fully-automatic as a free action." |
Which is especially odd, given that the A2 explicitly does not have a full-auto setting. Just Safe, Semi-Auto, and Burst.
It's an easy internal modification to add the capability (I watched the battalion armorer swap 23 from having a Burst setting to having an Auto setting in about 40 minutes, using three metal bars), but the selector switch only has three positions and one of those should always be Safe.
Most of the others in the M-16 family do have an automatic mode, but not the A2. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Harlan Novice
Joined: 02 Jun 2010 Posts: 75
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Posted: Sat Jul 16, 2011 5:14 am Post subject: |
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| ValhallaGH wrote: |
The problem is people not knowing the rules they're trying to discuss. Especially rules that have been around for years, like Automatic Fire. I'm always surprised at how many people, who have been savages for years, still don't get how that works.
Add in another way to do many attacks, and the confusion builds quickly.
People (sometimes in their third or fourth language) start discussing a technical issue without being clear about which technical issue they want to talk about. |
I don't want to know anything about technical issues of firearms (they go boom and people die, for all I care). When I am on this board, I simply want to know how the rules are supposed to deal with them. The SWD is as confusing in this respect as all the editions before were. And I daresay as a foreign speaker that this is not a matter of language-comprehension. The problem is that the quasi technical designation of the weapons (Semi-Auto, Auto etc), only imply which ranged-attack options the gun has, rather than saying so directly. Much is obscured by that referencing technique. Moreover, some of the maneuvers descriptions, e.g. Rapid Attack are opaque. The description doesn't say that a weapon that is designated Auto can use the maneuver Rapid Attack, only Semi-Auto weapons (and Revolvers) are mentioned. But apparently any weapon designated Auto can Rapid Attack, since all weapons that are desginated Auto also qualify for any maeuvers of a Semi-Auto weapon. And again: this very important rule is nowhere expressed explicitly, is it?
Like Jeff, I wish the SWD edition would simply note the available attack-options next to each ranged weapon. It's mentioned in the Errata-thread, as far as I remember.
Last edited by Harlan on Sat Jul 16, 2011 7:03 am; edited 1 time in total |
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Bernd Seasoned
Joined: 05 May 2009 Posts: 109
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Posted: Sat Jul 16, 2011 5:52 am Post subject: |
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| Harlan wrote: | | Like Jeff, I wish the SWD edition would simply note the available attack-options next to each ranged weapon. It's mentioned in the Errata-thread, as far as I remember. |
I'd second that. And it's actually an easy thing to do, if I'm not wrong now. And it wouldn't change that much:
Drop the Auto note, because this is just confusing. Then don't assume that RoF automatically indicates a firing option, since all other firing options are in the notes section. And then have 4 options: Full-Auto, Semi-Auto, 3RB and Revolver. Now give a short description on every option:
Full-Auto: Weapon can fire in Full Auto mode (see page 70 for rules). [This should be stated even on weapons that have a RoF of 2+. Don't assume that people get that these weapons can fire in Full Auto mode only when it's not explicitly stated, because they don't (as this and numerous other discussions have shown).]
Semi-Auto: Weapon can fire in Single Shot mode, Double Tap and Rapid Attack.
3RB: Weapon can fire Three Round Bursts.
Revolver: Weapon can fire in Single Shot mode and Rapid Attack (fanning the hammer).
Done. All confusion solved. Did I miss something? |
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77IM Heroic

Joined: 23 Jun 2009 Posts: 1591 Location: Austin, TX
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Posted: Sat Jul 16, 2011 10:47 am Post subject: |
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When I make weapons for my home campaigns (I haven't done this in some time) I make RoF a range of numbers and list the special option right with it. Something like:
M16: RoF 1-3, 3RB
Uzi: RoF 1-3
M60: RoF 3
.44 Magnum: RoF 1
Beretta: RoF 1, DT
Double-Barreled Shotgun: RoF 1-2 (each uses only 1 ammo)
I just drop the Auto and Semi-Auto designation because it doesn't make any sense to me and isn't needed to understand the game mechanics. Instead of "Auto," if the RoF is 1-3 then you can fire 1, 2, or 3 shots, but if it's only RoF 3 then you can't fire 1 or 2 shots (no Auto). Instead of "Semi-Auto," just list Double Tap as an option (DT). Double-barreled shotgun now uses the normal rules for RoF but presumably each shot only uses one shell so it just gets a special note.
-- 77IM _________________ Stuff I made: Arcane Abilities · Talent Edge · Savage Fading Suns · Savage Wuxia! |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Sat Jul 16, 2011 2:51 pm Post subject: |
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| Harlan wrote: | | ValhallaGH wrote: | | People (sometimes in their third or fourth language) start discussing a technical issue without being clear about which technical issue they want to talk about. |
I don't want to know anything about technical issues of firearms |
I was referring to technical issues about the game rules, not firearms. I don't expect gamers to be experts on them, or even know more than "bang, you're dead". Not all gamers are weapons enthusiasts or U.S. Marines.
But thank you for agreeing with me and supporting my statement. It's always nice when we can all agree about what the problem is (even if we disagree about the causes and solutions).
| Bernd wrote: | | Done. All confusion solved. Did I miss something? |
"Can I use 3RB with Full-Auto?"  _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Timon Heroic

Joined: 21 Feb 2011 Posts: 1088 Location: Haarlem in the Netherlands
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Posted: Sat Jul 16, 2011 6:00 pm Post subject: |
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I never imagined that my innocent query would generate such discussion. I hope that some clarity has also emerged.
This being the first RPG I have played that has guns (not counting Paranoia, no really not) actually I find that I now do need to know more about firearms.
I learnt quite a bit about medieval weaponry back when I started playing D&D, I can tell a Claymore from a Partisan, so it makes sense to pick up this bit of background too.
Guns are pretty rare in Britain and the Netherlands: I have never actually seen a real gun up close or held one, let alone fired one. That is probably true for most Europeans, so I found Jeff's guns 101 very helpful <tip of the hat>. _________________ Biting! It's like kissing but there's a winner!
The Doctor's Wife |
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jpk Legendary
Joined: 03 Apr 2007 Posts: 2178 Location: Tazewell, East Tennessee, USA
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Posted: Sat Jul 16, 2011 10:01 pm Post subject: |
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I just moved to a fairly rural area. In addition to having a dinner guest arrive by tractor, I was offered the loan of at least three shotguns until I could get one of my own.
It can be a different place here in the States... |
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operations Seasoned

Joined: 01 Jul 2010 Posts: 230 Location: St Louis, MI
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Posted: Sat Jul 16, 2011 10:31 pm Post subject: |
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When I moved to central Michigan, people kept offering me shotguns on the cheap cause I didn't have one yet. I finally took someone up on an offer for a 2-gauge break action single barrel for $25.
Simple, easy to clean, and fun to shoot skeet with. _________________ ~~KT~~ |
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Jeff Carlsen Seasoned

Joined: 05 Nov 2009 Posts: 175 Location: Burien, WA
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Posted: Sat Jul 16, 2011 11:11 pm Post subject: |
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Yeah. The idea that someone from Europe has never even seen a gun up close is a little strange for me, who lives in the USA. It's a little like saying, "I've never seen a sewing machine." Sure, not everyone has one, and most of them are stored away somewhere, but they're around.
That said, it's true that many people are not familiar with them, especially in Europe, and have no way to be so without active research. Perhaps our game rules need give these descriptions.
Not wanting to know how they work is fine, so long as you don't intend firearms to have an important roll in a game. If the only guns characters in your game carry are pistols and hunting rifles, you can just assume they can each only attack once per round, and don't worry about anything else.
But, if you want to use rules for the wide variety of guns, you need to understand how guns work. It's no different than having to know the difference between a bow and a crossbow, or a sword and a mace. Without that knowledge, you'd never understand why you don't stab someone with a mace, or why it takes a round to reload a crossbow.
Anyway, at one point I started a writeup about firearms and their differences, but never finished it. I'm thinking that I should do so. A roleplayer's guide to firearms. _________________
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J Gregory Seasoned

Joined: 03 Nov 2009 Posts: 102 Location: Adelaide, South Australia
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Posted: Sun Jul 17, 2011 12:02 am Post subject: |
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| 77IM wrote: | When I make weapons for my home campaigns (I haven't done this in some time) I make RoF a range of numbers and list the special option right with it. Something like:
M16: RoF 1-3, 3RB
Uzi: RoF 1-3
M60: RoF 3
.44 Magnum: RoF 1
Beretta: RoF 1, DT
Double-Barreled Shotgun: RoF 1-2 (each uses only 1 ammo)
I just drop the Auto and Semi-Auto designation because it doesn't make any sense to me and isn't needed to understand the game mechanics. Instead of "Auto," if the RoF is 1-3 then you can fire 1, 2, or 3 shots, but if it's only RoF 3 then you can't fire 1 or 2 shots (no Auto). Instead of "Semi-Auto," just list Double Tap as an option (DT). Double-barreled shotgun now uses the normal rules for RoF but presumably each shot only uses one shell so it just gets a special note.
-- 77IM |
Simple, elegant and common-sensible - I'm sold. _________________ Life is nasty, short and brutish (Hobbes played with Gritty Damage...) |
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DustDevil Novice

Joined: 22 Sep 2007 Posts: 54 Location: Buffalo, NY
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Posted: Sun Jul 17, 2011 6:41 am Post subject: |
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| Jeff Carlsen wrote: | | Anyway, at one point I started a writeup about firearms and their differences, but never finished it. I'm thinking that I should do so. A roleplayer's guide to firearms. |
R. Talsorian did just that in the early 90s. It's called "Compendium of Modern Firearms". It's out of date by now, of course, (as well as out of print), but it should be helpful for World War I up to modern settings. _________________ DustDevil
XBL Gamertag: DustDevil75 |
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Lord Lance Heroic

Joined: 23 Jul 2008 Posts: 1406 Location: Vicenza, Italy
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Posted: Sun Jul 17, 2011 9:16 am Post subject: |
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| Harlan wrote: | | Like Jeff, I wish the SWD edition would simply note the available attack-options next to each ranged weapon. It's mentioned in the Errata-thread, as far as I remember. |
[+1]
You should keep the things as simple as possible, so I'd love a change too, in the original weapons notes.
"Auto" can stand as reminder for full-auto, then you could have "Single", "Semi-Auto", "3RB", "Double Barrel", "Shotgun", "Revolver" etc. _________________ "Balance is the key, Trapping is the word." - - Lord Lance
Proud creator of the SAVAGE FREE BESTIARY |
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