As a result of present state of affairs me and my group determined to attempt one thing new for our first online-session. We agreed on a post-apocalyptic, post-modern setting in a Metro2033-style. This presents me with a number of new challanges. Whereas I can bend most of our present guidelines to work semi-normal in a contemporary journey, an enormous downside are computerized weapons.
I have already got one thing in thoughts for semi-automatic weapons or rifles with single- or burst-fire mode, however I have not discovered nothing for full-auto or tap-fire weapons. I mentioned the problem with my gamers already, however we’ve not discovered an answer everyone seems to be proud of.
Our necessities to an “Automated-Weapon-System” are:
- It should be simple to execute, which implies it ought to take as few cube rolls as attainable with little to no calculations. So the sport does not need to pause for a couple of minutes to calculate the outcomes every time our machine-gunner fires blindly into the group.
- It must be correctly balanced. Machine weapons are speculated to be deadly, however want a as laborious disadvantage.
- It should work for each single and a number of targets (I am going to come again to that later)
- It must be random. Now this level contratdicts with my first level, however a number of gamers – and I actually – want to have ‘spraying’ be as unpredictable as attainable. Now the laborious half is make one thing laborious to foretell, however simple to calculate.
Now I might prefer to hold this query as nonspecific as attainable, so any reply is appropriate for a lot of others however me. Nonetheless, I ought to most likely point out our homebrewed fight system I might like to make use of:
We use an “Motion-Level Desk” (which is definitely an previous score-counter board from carcasonne). Every Motion prices Actions-Factors. Every time you utilize Motion Factors your maker on the board strikes up. It’s at all times the flip of the participant with the bottom quantity. (So if Player1 is on sq. four and Player2 is on Sq. 7, it is Player1s flip. He spends four Motion Factors on transferring, now he has eight and P2 has 7 … and so forth).
Be happy to disregard this technique, when you’ve got an excellent thought with out utilizing it. I simply assume it would create some room for creativeness (additionally I might prefer to construct on it, since I’ve written it^^).
Right here are some things we thought of, however did not fairly like or end:
- You roll x instances to determine you accuracy, then draw a cone on the map primarily based on it and break up the injury to all targets within the cone. Every goal will get injury primarily based on (ammount of bullets/squares inside the cone subsequent to it). => laborious to attract a cone, not random
- Every weapon has a ‘spray sample’. You decide a goal after which roll as soon as in your accuracy. Primarily based on a ‘recoil desk’ you determin what number of bullets hit your goal, if there’s one other goal inside the ‘spray sample’, you roll once more for the remaining bullets. => did not actually sound enjoyable
- You hearth x bullets per motion level (primarily based on weapon), you roll as soon as to find out what number of bullets hit then for every hit as soon as to find out whom it hit => feels like plenty of rolling
- You decide a goal, the game-master may give a hidden modifier for anybody shut close by. You roll for every bullet fired, then reveal the hidden modifier, to see if any missed bullet has hit one of many bystanders => lot of rolling, calculation and I might prefer to keep away from making issues too depending on the GM
- The participant picks a gaggle he needs to focus on, then rolls x cube primarily based on bullets fired without delay. There may be an open modifier primarily based on how massive/tight the group is. Harm is break up among the many group. => probably not random, mainly a lame AOE.
Oh yea, and to not overlook, I additionally want meaningfull variations between burst hearth (a built-in burst mode to fireside a set quantity a bullets every time you pull the set off), tap-fire (shortly press the set off for bursts of some bullets) and spray (pull the set off as laborious as you’ll be able to)
I additionally have already got regarded up some post-apocalyptic RPGs, however none of them appears to have a really enjoyable strategy to computerized weapons. If you already know one with a enjoyable rule you’ll be able to cite, I might be very happy.