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3 years ago ::
Oct 14, 2010 - 3:47AM
#1
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Date Joined:
May 11, 2010
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After a battle, players usually want to scavenge for these items off of dead npcs. Do the players just use the damage block for these weapon with the encounter and at-wills? In the case of Automatc Rifles, it does do more damage than the standard light range. I'm thinking this weapon might throw off the balance. I'm thinking of using ammo-save after each use of the at-will or encounter to reflect the spray and pray nature.
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3 years ago ::
Oct 14, 2010 - 4:11AM
#2
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Date Joined:
Aug 31, 2010
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#1: You can rule the weapons are broken and not scavengable. This really isn't necessary though.
#2: Guns use AMMO. The rules for ammo are already clear, and do not use saving throws.
"You either have ammo, or you do not. If you use a weapon that requires ammo only once in an encounter, you're conserving your ammo and will not run out. If you use ammo more than once in an encounter, you are Out Of Ammo at the end of the encounter."
That's all there is to it. The weapons are not unbalanced, they're built into the game that way, and meant to be more powerful. Players are even allowed to choose guns as starting equipment!
It's not a big deal, because they can only use guns ONCE per encounter, or run out of ammo. If they don't find more ammo, sucks for them.
There are only 2 powers that can use a ranged weapon anyways. Speedster and Hypercognitive. Both are encounter only powers. Both use the same calculations as a Basic Attack, except they let you use certain stats instead.
There is no issue with balance. The game is designed assuming that people are using guns. Read all the rules before assuming there are problems with the game. The rules for ammo are on the same page as the damage for the guns.
AlexandraErin: If last season was any indication, I think Encounters is pretty much the elemental opposite of "organized" play!
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3 years ago ::
Oct 14, 2010 - 4:40AM
#3
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Date Joined:
May 11, 2010
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This is what I'm worried about Automatic Rifle(at-will) 2d8 physical with Spray of Bullets(encounter) Area burst 1 within 10 2d8 and target is pushed 2 squares.
I'm imagining what my group of six players would do with an area burst push 2.
What I was suggesting that the the weapon could be out of ammo during the middle of the encounter.
BTW....I did read the rules about ammo use...no need to get snippy. I wasn't saying there was anything wrong with the game...I'm just concerned how to handle this type of situation.
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3 years ago ::
Oct 14, 2010 - 5:43AM
#4
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Date Joined:
May 25, 2009
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Do the players just use the damage block for these weapon with the encounter and at-wills?
Nope.
Chapter 5: Monsters (page 106, equipment, Ammo) states:
"Ammo: Some monsters shoot guns, rocket launchers, or sharpened disc-throwers in combat. In most cases, the monster is carrying enough ammo to use the weapon throughout an encounter. Unusual weapons might have just one shot. I either case, the ammo is expended at the end of the encounter."
If your players get fussy about it, just tell them that the weapon has been damaged, modified by the monster in a way that renders it unusable by the players, or otherwise goofed up beyond all usability for the PCs. Remeber also that it's not the weapon that confers the powers the monsters use, but the monsters that have the powers, and those powers just have the weapon keyword. It's no different from the powers that the PCs can use which have the Weapon keyword.
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3 years ago ::
Oct 14, 2010 - 7:00AM
#5
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You don't use the monster powers. The damage might look different, but that is simply because monster and player statistics are on different scales.
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3 years ago ::
Oct 14, 2010 - 7:18AM
#6
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Date Joined:
Aug 28, 2009
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Right. When a player salvages a rifle from a dead monster, that rifle is just a two-handed gun like any other two-handed gun.
It's the monster's talent and skill which made that weapon a 2d8 burst or whatever.
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago ::
Oct 14, 2010 - 7:33AM
#7
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Date Joined:
May 11, 2010
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Thanks guys....
I was just hung up on the name of the encounter power. It seemed like a possible real life effect. I might just redescribe the power so I don't have to worry about my players saying "Why can't I go Machinegun Kelly on these guys".
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3 years ago ::
Oct 14, 2010 - 8:31AM
#8
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Date Joined:
Aug 28, 2009
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What you might do is make the Machine Gun into an Omega Tech card.
Make up your own card. Give it text and an encounter power. Put a "salvage" ability on it which is +1 better than an ordinary gun the players might already have.
And when the players draw Omega Tech after the encounter, the Machine Gun counts as one of those draws.
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago ::
Oct 14, 2010 - 11:28AM
#9
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 Gun list will become part of the game. We all KNOW that that would be more FUN then generic weapons.
GAMMA WORLD Wuv D&D: Beyond the RPG - Transcript This is a complete transcript. http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390668593
The audio file is in this News Archive http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/DNDXP
2010 D&D Product Overview (47 minutes into the Audio) http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390928045
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3 years ago ::
Oct 14, 2010 - 12:11PM
#10
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Gun list will become part of the game. We all KNOW that that would be more FUN then generic weapons.
No, we don't all KNOW that.
In the game I ran on Monday, one player fought with sharpened man-hole covers. Another fought with a crushed car cube on a chain. Generic weapons encourage that kind of creativity. You tend to lose it when players just pick their weapons from a pre-determined list.
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