Originally posted by Bill Cameron:
In our desire to model every jot and tittle of every potential action we eventually reach a point of diminishing returns where the details we add choke the very life out of the game itself.
Sure. That's a concern I have as well.
Right now, under my house rules, for a gun combat attack roll, it is only modified by three things:
-- Weapon Expertise (skill)
-- Weapon DEX DM
-- Range to target
Note that the usual CT armor mod is missing. Instead, I use that mod to modify damage instead of the attack roll (allowing armor to reduce damage instead of make it harder to hit).
Given the three DMs, I don't think one more for recoil would reach that point of diminishing returns you're speaking of (especially since it's taking the place of the armor DM from CT, and the DEX DM is many times not used).
But, Dan, above, does have a fair point about recoil being rolled into the DEX DM.
My concern is more mechanical (re: game mechanics) rather than for "real life" modeling: I've taken the armor DM away from the attack throw and started using it to modify the damage throw. This means, in CT, hits are going to be achieved more often (because you don't have that -3DM against attackers using a shotgun when you're weaing Cloth armor).
Now, I've countered the hits more often by the way I apply damage (with the lethal and non-lethal damage and random damage dice).
This system actually works very well. It allows for PCs go get into many fights and take damage--but, often, that damage is non-lethal and heals very quickly.
The system works so well that I'm not sure I should be monkeying around with it. BUT, I thought I'd look at replacing those DMs on the attack throw (I was thinking through a recoil DM), making it harder to hit...but damage would be all be lethal damage is a hit is achieved.
I was just exploring the options here. I'm not convinced that I'll make something better than I have--I just thought I'd look at it.
See, under my current system, hits are achieved more often than in regular CT because of (1) no armor DM, and (2) it is possible to make more than one attack in a round (using a negative DM).
But, when a hit is achieved, much of the damage is non-lethal.
With the random dice rule in my system, I've set up a pretty good balance between fast and furious game action gun fights and keeping combat situations lethal.
I was just exploring options to improve the system...brainstorming, if you will.