Re: FMA Skirmish questions (ammo)
From: Ground Zero Games <jon@g...>
Date: Fri, 16 Jul 1999 21:13:56 +0100
Subject: Re: FMA Skirmish questions (ammo)
>In SG2, I've always considered the question of ammo
>usage, reloads and jams as part of the overall firing
>action.
>
>Sometimes a no effect outcome of the dice means the
>shooter was forced to reload or clear the chamber, not
>necessarily that the shot missed its mark.
>
>I understand that fits in better with SG2s somewhat
>abstract firing mechanics, but I think it would work
>for skirmish too, unless you just want more detail.
Agreed that this fits SGII's level of abstraction, but I think a
man-to-man
ssyetm like FMA can stand a little more detail, IF it can be seamlessly
integrated into the basic mechanisms; I think that what we've pretty
much
arrived at through the recent discussions is the way to go, as it gives
a
rule that can easily be left out if players prefer not to bother with
it.
Jon (GZG)
>
>
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