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3 years ago  ::  Nov 08, 2010 - 7:55PM #11
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

Tracking ammo is just fine if you want to do it.  It's more worthwhile if you're dealing with equipment and wealth in a less abstract seat-of-the-pants way than the game expects.  For instance, rounds of ammo could be a base unit of currency, along with Dark-Sun style 'survival days.'  There, now you have a little resource-management for the PCs, and a vague basis for a post-apoclyptic economy.

The more you want to delve into dark, gritty, or (shudder) 'realistic,' the more stuff you can track.  Healing surges, wounds, radiation and toxin exposure, disease, non-Omega expendables, fuel, medical suplies, etc,  etc... 

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3 years ago  ::  Nov 08, 2010 - 8:29PM #12
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,605

Nov 8, 2010 -- 7:55PM, Tony_Vargas wrote:


Tracking ammo is just fine if you want to do it.  It's more worthwhile if you're dealing with equipment and wealth in a less abstract seat-of-the-pants way than the game expects.  For instance, rounds of ammo could be a base unit of currency, along with Dark-Sun style 'survival days.'  There, now you have a little resource-management for the PCs, and a vague basis for a post-apoclyptic economy.

The more you want to delve into dark, gritty, or (shudder) 'realistic,' the more stuff you can track.  Healing surges, wounds, radiation and toxin exposure, disease, non-Omega expendables, fuel, medical suplies, etc,  etc... 



I have no desire to play GW gritty and realistic.  I like the silly, humorous version of the game, it fits my personality.  I do not want to play the resource management game either, but what I want is the opportunity for Pcs to go hog wild with guns, without the worry of running out of ammo, once and a while.  The rules as RAW encouraged conservation of Ammo, one shot an encounter.  I like the idea of conserving ammo in a post- apocolyptic world and the rule RAW works great at that, without having to track every round.  But I want to encourage my players to horde ammo they find and the opportunity to use that ammo when they feel the need and have the ammo to let loose with the firearms.  The change I make comes from the desire to give my players the opportunity to go in guns blazing once in a while, without suffering the consequences of runnning out of ammo for not being conservative at all times.

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3 years ago  ::  Nov 08, 2010 - 8:50PM #13
Oraibi
Date Joined: Apr 17, 2008
Posts: 438
Well, you could just hand out a lot of ammo as rewards.
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3 years ago  ::  Nov 08, 2010 - 9:00PM #14
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862

Nov 7, 2010 -- 3:12PM, ArkPanda wrote:


What do you think?




Rather than lambast you for wanting more gun options (which I honestly don't understand. I mean really people, plenty of people want to use GW as a serious post-apoc setting, why don't you go bother THEM if your so hung up on more guns) I will give you a constructive suggestion:

If you want solid, well-balanced 4E rules for guns, go buy a copy / order a pdf of Amethyst: Foundations. Amethyst is a fantastic resource for injecting technology into 4E games whether you are using the Amethyst setting or not. Not to mention the fact that the setting is a great read even if you arent using it.

Go grab a copy of Amethyst, and use what you want from it. No need to complicate things, AND you'll have something 'RAW' to give to your players too ;P

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3 years ago  ::  Nov 08, 2010 - 10:27PM #15
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,605

Nov 8, 2010 -- 8:50PM, Oraibi wrote:

Well, you could just hand out a lot of ammo as rewards.



I could, but to me, Pc finding ammo everytime they us it up, by shooting more than once an encounter is lame.  the rules RAW, when you find ammo and have not run out, by shooting more than once an encounter, it changes nothing.  Finding ammo is only important if you shoot more than once an encounter.  I don't like that.  I think it would be more fun for our group to find ammo and stock up on it for that moment when they need to blast themselves out of a situation. 

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3 years ago  ::  Nov 08, 2010 - 10:33PM #16
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,605

Nov 8, 2010 -- 9:00PM, Chandrak wrote:

Nov 7, 2010 -- 3:12PM, ArkPanda wrote:


What do you think?




Rather than lambast you for wanting more gun options (which I honestly don't understand. I mean really people, plenty of people want to use GW as a serious post-apoc setting, why don't you go bother THEM if your so hung up on more guns) I will give you a constructive suggestion:

....



Really I don't want a more serious GW experience.  I like the wacky GW, the wackyness is what really excites me about the game.  But I do want more fun with gun play.  I also want to impress on the players the importance of hording ammo in a post apocolyptic world (which the current rules really don't encourage).  So my constructive criticm is to follow my suggestions posted above.  I think they provide a simple alternative to the current ammo restrictions which really discourages gun use.  If the above ideas do not work for you then try some other alternative.

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3 years ago  ::  Nov 09, 2010 - 4:12AM #17
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
I suggest Amethyst because that is in fact what the OP was asking about.

Amethyst provides stats for specific guns, rules for heavy weapons like rocket launchers and plasma cannons, and rules for clips / reloading / ammunition.

The OP can pick and choose at his leisure, but what he described is essentially what Amethyst provides, with the addition of ammo types, which could of course just be removed if you didnt want to track it that carefully.

It works quite easilly with your suggested houserule, sirkaikillah. One simply assumes that 'You found an ammo box with a variety of stuff in it', and when you fire your guns, you used one up and threw out anything you couldn't use at the time.
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3 years ago  ::  Nov 09, 2010 - 10:31AM #18
ArkPanda
Date Joined: Aug 4, 2008
Posts: 14
Consider the suggestion retracted.  I really don't understand why they had to abstract the weapon rules so severely.  I guess I'm thinking too much about mundane gear instead of mutations and Omega Tech.  I'm used to sci-fi games like Shadowrun or Rifts where if you can't use your gun in a fight you're probably going to be rolling a new character pretty quickly.
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3 years ago  ::  Nov 09, 2010 - 1:39PM #19
darkrose5000
Date Joined: Mar 5, 2008
Posts: 279

I have been working on a setting that combines Gamma World, Fallout, The Postman, The City of Ember (a vault), Paranoia (a vault), and Loguns Run (a vault).  Not all vaults are made by VaultTech.  I enjoy resource management, and I am a simulationist (I want my fantasy to be internally consistent . . . with things like economies that players can interact with in meaningful ways).


To such ends I have the following system:


(1) Bullet [5 tv / 10 tv]: Ammunition is in high demand in the wasteland and is stamped by competing banks and serves as a near universal form of currency.  Most bullets have a trade value of 5 in civilized areas, and 10 in uncivilized areas.


(2) Gold Coin [100 tv]: The same banks that manufacture bullets also mint gold coins that can be traded in at a bank for various amounts of bullets.   A 20-Bullet Gold Coin is about the size of a dime.


(3) Food and Drink [30 tv a day for just about the cheapest food consisting of radiated water and radiation healing cave moss]: Preservatives keep food edible indefinitely. 


(3a) Radiation free food and drink is especially valuable.  Radiation free food sells for 10 trade value per meal (Cave Moss is an exception).  A well that produces clean water could make a wastelander quite wealthy (10 trade value per meal).


(3b) A radiated meal of one food item and one drink item is worth 10 trade value (5 each), and causes four points of radiation damage (2 each, can not be healed normally). 


(3c) Food and drink that heals radiation is in a high demand.  Cave Fungus farms dot the landscape.  Cave Fungus is a bad tasting, but nutritious, slimy moss that heals radiation.  One unit of Cave Fungus heals 1-point of radiation damage and has a trade value of 1.  Five units of cave moss make up the food portion of a meal.  Preserved Cave Fungus looses half of its potency and has a trade value of 2 per unit of radiation healing.  Radiation healed by most foods, such as Cave Moss, heal the radiation slowly over the course of a day.


(3d) Depending on the season fresh food can be more or less valuable than preserved food.  Fresh food tastes better (and is more nutritious), while  preserved food, depending on harvests, can be a good investment for the winter months. 


(4) Medicine: Differing forms of medication are highly prized:


(4a) RadAway [20 tv] a liquid designed to be used, that removes 20+ Science (?) radiation.  If imbibed it heals 20 radiation and causes 2d8 damage (save for half).


(4b) StimPack [20 tv] a syringe with miraculous sci-fi healing medicine that instantly removes 10+ Science (?) damage.


(5) VaultTech Ration Token [25 tv]: Each VaultTech Ration Token is good for a meal at a VaultTech vending machine.  Each VaultDweller is awarded three VaultTech Ration Tokens per day. 


Some vaults have immense warehouses buried deep within the earth that are maintained by computers and robots.  VaulTech also has regional warehouses unassociated with a specific vault.  While these warehouses are mainly stocked with radiation free food, other items of value are found within.  These robots refill the Vualts vending machines and follow strict rationing guidelines. 


The computers and robots running the warehouses see VaultTech Ration Tokens as valuable, and will often trade non-foodstuffs for them (some VaultTech warehouses ran by enterprising computers and robots have turned into thriving markets).  VaultTech Ration Tokens are dispensed to insure the survival of a given vault.  Often the tokens distributed are not enough to sustain a vault or the inhabitance of a vault, or additional foodstuffs are desired for bartering with outsiders, and as such are in high demand by vaultdwellers.


NucaCola Bottle Caps [1 tv for normal caps]: Computers and Robots keep NucaCola running.  They make NucaCola, keep bottling plants running, service a fleet of vehicles, fill vending machines, trade for supplies, and work hard to ensure that its customers remain customers.  NucaCola Bottle Caps may be traded into a NucaCola bottling plant for fabulous prizes.  This can be done either by saving individual bottle caps, or finding an instant winner cap.  One bottling plant has taken to enslaving primitive tribes (non-customers) and training them as household servants as one of the prizes to be won.


As bullets are a form of currency, a resource to be managed, I would prefer them to be counted.

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3 years ago  ::  Nov 09, 2010 - 4:44PM #20
Snarls_at_Fleas
Date Joined: May 4, 2007
Posts: 407
In my upcoming I campaign I'm going to use rules, I've found in this blog.

In short they are as follows:

Ammo 
As in GW you either have ammo or you haven't. You start with ammo for your gun. Whenever you roll 1 on the attack with this gun, you can choose to reroll the attack, but that means that you are out of ammo (kinda Gamma World ammo rules meet Dark Sun weapon breakage rules) 

Rations, Overland travel and Barter 
Party will have survival days which they need to spend to replenish their "movement points". Those survival days (food, shelter, water, other needed things) serve as currency.
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