>>95892261I have to add though
Although I've never been in a gunfight (...thank God), I did a good bit of paintball and the dynamic of gunfights in ttrpgs (and wargames) never seemed quite right to me.
The thing they completely miss is how... dynamic it feels. You are not there, standing, trying to roll to shoot a static target: you pop-up in and out of cover, trying to pin your opponent, force him to stay behind cover unable to shoot back without seriously risking to be hit, before he does the same to you.
Or you manage to sneak up on him and land a surprise hit.
The only game that manages suppression remotely well is Black Ops, by Osprey (a wargame):
>Shooting to suppress is a much easier roll, but what it does is put a marker on the target unit.>If the target unit gives up on its activation, or retreat a bit, nothing happens and the marker is removed.>If the unit decides to face the fire, that's when a roll is made to see if it hits.It's a step in the right direction, but still.
Hell, I don't think I've seen a single game where you can even *choose* how much you want to stay behind cover.