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Re: [ORE] Building a Master Instinctive Shooter

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


On Sat, Jun 30, 2012 at 4:55 AM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
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

On Fri, Jun 29, 2012 at 8:15 PM, Matt <moeheid@gmail.com> wrote:
> 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
>
> On Jun 29, 2012, at 2:50 PM, Hotjets <arkhamalum@gmail.com> wrote:
>
>
> 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
>
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