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Re: Out of Ammo in FMA

From: "Jerry" <jerrym@c...>
Date: Tue, 13 Jul 1999 13:05:23 -0400
Subject: Re: Out of Ammo in FMA

>
>That makes sense - and the fact that untrained troops use a d4 or d6
>ensures that there is a built in extra difficulty for them to
>unjam/repair/reload/etc the weapon.
>
>So - we're up to double one's on the shooting rolls produces a stoppage
of
>some kind.  It could be unintentional out of ammo, it could be a jam,
it
>could be another kind of malfunction.	To resolve this, the character
must
>take a task check as per normal, and requires one action.
>
>No one is immune to these effects, but better troops are a) less likely
to
>suffer from it in the first place, and b) more likely to resolve the
>situation immediately if it does occur - and these differences are
>inherently built into the system.  No extra mechanic required.
>
>This keeps things simple, requires no extra record keeping.  Maybe a
"jam"
>chit or equiv. placed by the figure until it is cleared.  And adds the
>potential for the "unknown" or "surprise".
>
>I know Tom doesn't like the idea of the randomness involved in running
out
>of ammo by mistake, but if we say that this mechanism doesn't just
involve
>running out of ammo in the current magazine, but also potential jams
and
>other malfunctions (which are indeed more surprising, if not random
events)
>- maybe this will be less disturbing.
>
>Thoughts, anyone?
>

Yeah...I love it.  Now to play test it......

Jerry the Slightly Mad...

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