Wow! In the video, why so little recoil? Low powder cartridges? Is there even such a thing?
In the game we're in 1873, and it seems that DARs didn't come around until 1883. But oh well, no need to push nerdy authenticity too far.
Rules Discussion
Re: Rules Discussion
It is a 45acp revolver shooting standard loads.. Recoil would be equivalent to the original 45 colt loads. Not a real heavy recoiling round compared to many modern revolver loads. I have a lightweight (scandium frame) 45acp revolver and I can handle a 100 rounds in a session with no issue. It will handle +P+ loads and those will snap. I don't shoot as much with them, just enough to know my point of aim. 20 through my heavy 44mag revolver and I am OK, but don't go further as I know it is my limit for the day.
Re: Rules Discussion
Ya, the rules confuse me vs my experience with reality. I once owned a Ruger New Model Blackhawk .44. It was my bear protection for fishing in Alaska’s outback when I was stationed there. My DA was faster and more accurate vs my buddies’ SA’s. But we were only average shooters.
I will tell you…a .44 HURTS!! That round packs a punch! Not something one often shoots for fun.
I will tell you…a .44 HURTS!! That round packs a punch! Not something one often shoots for fun.
Re: Rules Discussion
When I shot a lot, it would take a toll, but I would do 2-300rounds a day thru several pistols and longarms, from my 22mag derringer to my 44mag revolver to my 12 gauge fie-spas.
Thumper when were you in Alaska, I grew up in Fairbanks.
Eric
Thumper when were you in Alaska, I grew up in Fairbanks.
Eric
Re: Rules Discussion
Erik, I was stationed at Elmendorf AFB ‘94 to ‘96. During that time I also did flight instructing and charter flying out of Anchorage (Merril Field), so I’ve been bush flying all over the state. It was so much fun! Miss those days!! When flying way out in the bush, I carried a 12 gauge loaded with penny or other metal disk-packed shells. Yes, shells loaded with Pennie’s instead of pellets. Much better for stopping a Griz charge.
Everytime I’ve been to Fairbanks, it was Winter… but I have fished the Chena both up and downstream of Fairbanks.
I take it you’re not there anymore?
When I transferred outta Alaska, I spent 14 of next 18 years of my military career in Texas . Spent lots of outdoor time in the places described in Jemmus’ story.
Today, I shoot 9mm, .40 and shotguns…lots of sporting clays.
Kent
Everytime I’ve been to Fairbanks, it was Winter… but I have fished the Chena both up and downstream of Fairbanks.
When I transferred outta Alaska, I spent 14 of next 18 years of my military career in Texas . Spent lots of outdoor time in the places described in Jemmus’ story.
Today, I shoot 9mm, .40 and shotguns…lots of sporting clays.
Kent
- Grognardsw
- Rider of Rohan
- Posts: 12947
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Rules Discussion
The only time I fired a gun was clay pigeon shooting with a 12 gauge Browning shotgun on a vacation in Ireland. It was fun.
I was pondering an aspect of the rules that felt odd. The Speed after a Fast Draw rule seems counter-intuitive. It makes more random an attribute that should reflect the more skilled gunman.
Say Matt Dillon (renown marshal in Gunsmoke) with a 25 Pistol and Fast Draw goes against a desperate amateur with only a 10 Fast Draw. Dillon rolls a 1 on Fast Draw ( the best roll one can get in most circumstances), and amateur barely makes his with a 10. Yet now amateur has a 10 Speed while Dillon a 1. Desperate amateur and Dillon both hip shoot, but Dillon gets bested in speed and shoots second!?
(To add insult, Dillon can add 5 to his Speed cause 25 is 5 above 20. A nice plus, but he still loses to amateur’s 10.)
It would seem more logical that the Fast Draw skill number be used as speed, or revert to Coordination. Each option plays to the skill, as opposed to disregarding it in favor of randomized luck that defies skill.
I was pondering an aspect of the rules that felt odd. The Speed after a Fast Draw rule seems counter-intuitive. It makes more random an attribute that should reflect the more skilled gunman.
Say Matt Dillon (renown marshal in Gunsmoke) with a 25 Pistol and Fast Draw goes against a desperate amateur with only a 10 Fast Draw. Dillon rolls a 1 on Fast Draw ( the best roll one can get in most circumstances), and amateur barely makes his with a 10. Yet now amateur has a 10 Speed while Dillon a 1. Desperate amateur and Dillon both hip shoot, but Dillon gets bested in speed and shoots second!?
(To add insult, Dillon can add 5 to his Speed cause 25 is 5 above 20. A nice plus, but he still loses to amateur’s 10.)
It would seem more logical that the Fast Draw skill number be used as speed, or revert to Coordination. Each option plays to the skill, as opposed to disregarding it in favor of randomized luck that defies skill.
- Grognardsw
- Rider of Rohan
- Posts: 12947
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Rules Discussion
Another overlooked rule us novice players missed



Re: Rules Discussion
Well noted, and thanks for this! As you guys spot things helpful things from the rules as we go, please let us know. They're Third Edition, so a lot of things that came up and needed resolution must have hashed out and decided upon along the way. All making better and richer gameplay, on the tactical side at least.
PCs
Re: Rules Discussion
Responding to posts from the aftermath of the gunfight at Billy Vitkek's house south of Burnet
-Almost every PC and NPC in Boot Hill can drive a team and wagon. Exceptions would include common sense ones, such as young children, many Native Americans, well-off ladies, etc.
Teamster. A teamster is, literally, someone
who handles a team of animals; i.e., a
professional wagon driver. More information
on wagon trains and freight hauling is given
in Chapter 7. A Teamster skill check can
maintain control of a panicking team, keep a
wagon on its wheels at top speed, or prevent
swamping when crossing a flooded stream.
It seems that the Teamster skill is only needed in exceptional situations when driving a wagon.
-It seems to me that the rules only require one Medicine roll to treat all of a character's wounds or ailments. A separate roll for each wound isn't needed. And one roll is all the physician gets. But DT's rolling for emergency field treatments of individual wounds sure does create a sense of urgency and drama. Especially with the added possibility of decisions about field amputation.... And then, there are long recover times involve for wounded characters in BH. We don't haven any magical healing in America 1873. That adds quite a bit to the consequences of shooting at one another with hot lead...
So, I'm personally inclined to go with the medical triage subgame DT and Doos have posted for us. Any thoughts? Please discuss here, or post any thoughts or objections in your private threads, if you prefer. Sorry, I changed my mind. This game is already pretty crunchy enough.
-Almost every PC and NPC in Boot Hill can drive a team and wagon. Exceptions would include common sense ones, such as young children, many Native Americans, well-off ladies, etc.
Teamster. A teamster is, literally, someone
who handles a team of animals; i.e., a
professional wagon driver. More information
on wagon trains and freight hauling is given
in Chapter 7. A Teamster skill check can
maintain control of a panicking team, keep a
wagon on its wheels at top speed, or prevent
swamping when crossing a flooded stream.
It seems that the Teamster skill is only needed in exceptional situations when driving a wagon.
-It seems to me that the rules only require one Medicine roll to treat all of a character's wounds or ailments. A separate roll for each wound isn't needed. And one roll is all the physician gets. But DT's rolling for emergency field treatments of individual wounds sure does create a sense of urgency and drama. Especially with the added possibility of decisions about field amputation.... And then, there are long recover times involve for wounded characters in BH. We don't haven any magical healing in America 1873. That adds quite a bit to the consequences of shooting at one another with hot lead...
So, I'm personally inclined to go with the medical triage subgame DT and Doos have posted for us. Any thoughts? Please discuss here, or post any thoughts or objections in your private threads, if you prefer. Sorry, I changed my mind. This game is already pretty crunchy enough.

PCs