stubby wrote:WestNordOst wrote:So with this property, suddenly there are two notions of armored - armor and some kind of damage consumption. This is confusing.
I agree about this, especially just the fact that "Armor" and "Armored" are such similar terms. I'm open to suggestions for different names.
IVhorseman wrote:"plated" is another term I'm gonna toss out there.
stubby wrote:WestNordOst wrote:
- Connect the damage consumption with the armor level. Could be like this:
- Code: Select all
Armor level Armor Damage consumption (per shot)
0 0 0
½ 1d6 0
1 1d6 1
2 2d6 2
3 3d6 3
4 4d6 4
5 5d6 5
The better the armor, the harder to do damage with small weapons
I thought about something along these lines as well, but I'm trying to eliminate math and reduce die rolls wherever possible. It may be the better solution.
stubby wrote:WestNordOst wrote:something in-between would be that if it fails critically on the first shot, then one can just not continue to fire this turn but it doesn't become inoperative.
I like that as a middle ground, but it's hard to explain in-game. What would cause a gun to stop firing but still be usable when you fired again?
IVhorseman wrote:Concerning Automatic Weapons:
I like the open-endedness of being able to fire as many or as few shots as you want, but it does slow down and tie up the game. To remedy this, the guy I play with most often have developed a sort of unspoken rule that minifigs may only fire single shots, three-round bursts, or simply shoot until the gun runs out of ammo. This speeds up our game, because we're not debating the pointless argument of "should I shoot 2 or 3 or 4 times this turn?" I do like a 1 meaning the gun's empty no matter what firing mode, since this happens all the time on the first shot with no consequence. I also think having rifles at 1d8 damage is a pretty good incentive for using those guns instead.
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