|
2 years ago ::
Feb 18, 2011 - 6:17AM
#11
|
Date Joined:
Jan 20, 2011
|
As I've said before, I don't believe that this game is about the guns. However, if the appeal to use guns is more about the flavor of them, then I would suggest making your normal range weapon a gun. They don't require ammo so you will always have some, and you wont hurt the balance(such as it is) of the system. Or, if this solution is not appealing, just make most of the enemies drop ammo. If you blow all your ammo in a fight, but the corpses you used it on are carrying ammo then your good.
|
|
|
|
2 years ago ::
Feb 18, 2011 - 6:41AM
#12
|
Date Joined:
Nov 21, 2009
|
does anyone else feel that guns become underpowered at later levels? Around level 4 they'll be able to salvage most omega tech items to create ranged weapons that equal or exceed guns in damage. If I recall, none of these salvaged ranged weapons require ammo!
|
|
|
|
2 years ago ::
Feb 18, 2011 - 6:46AM
#13
|
Date Joined:
Jan 20, 2011
|
Guns are good for accuracy and range. Their damage may not remain competative, but they will still be able to do things that normal range weapons or even salvaged tech cannot do.
|
|
|
|
2 years ago ::
Feb 20, 2011 - 8:31PM
#14
|
Date Joined:
Feb 13, 2011
|
Thanks to everyone for your input. I think I understand the reasoning behind this rule alot better now.
Just one follow up question:
If a character has 2 one-handed firearms, can he fire them both once each and still maintain ammo safety or is the one shot rule for all firearms of each class, or even for all firearms per character for that matter?
|
|
|
|
2 years ago ::
Feb 20, 2011 - 11:19PM
#15
|
Date Joined:
Aug 22, 2007
|
I have been thinking about this for a while now.
I see that we have Overcharge checks and Omega Charge checks to see if things work, but not an Ammo Check. ..,
This new thread on ammo has also got me thinking. The rules for gun ammo become irrelevant at later levels as Pcs start to salvage Omega tech. Salvaged Omega tech do not follow the ammo rules. What's cooler a 9mm pistol or a MK1 laser pistol (salvagable at second level 500xp)
|
|
|
|
2 years ago ::
Feb 21, 2011 - 4:46AM
#16
|
Date Joined:
Oct 24, 2001
|
If a character has 2 one-handed firearms, can he fire them both once each and still maintain ammo safety or is the one shot rule for all firearms of each class, or even for all firearms per character for that matter?
My understanding is that it is a per-weapon thing. My PCs have given all of their guns to one player, who stays back (he has a glass jaw, literally!) and shoots each round when the encounter permits it.
Here are the PHB essentia, in my opinion: - Three Basic Rules (p 11)
- Power Types and Usage (p 54)
- Skills (p178-179)
- Feats (p 192)
- Rest and Recovery (p 263)
- All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
|
|
|
|
2 years ago ::
Feb 21, 2011 - 8:36AM
#17
|
Date Joined:
Jul 30, 2003
|
If a character has 2 one-handed firearms, can he fire them both once each and still maintain ammo safety or is the one shot rule for all firearms of each class, or even for all firearms per character for that matter?
My understanding is that it is a per-weapon thing. My PCs have given all of their guns to one player, who stays back (he has a glass jaw, literally!) and shoots each round when the encounter permits it.
I'd say it's your call.
This method works, and can be abused just a sabove. But if the abuse doesn't hurt the enjoyment, or the challange, of the game, go for it.
One way to do it would be to hand out ammo "cards". Playing cards maybe. When a gun is fired once, flip the card (face up or down) if they cash in on the ammo, hand the card over.
My thought would be to make the ammo per pleyer, and regardless of the number of guns posessed, once you start shooting, you lose your ammo. Let the PC's trade ammo to other PC's though, so that the whole group gives it's ammo to the PC who needs it.
My vote.
My Blog, mostly about D&D. I imagine that Majestic Moose plays a more "A team" type game than most of us. By that I mean he allows his players to make tanks out of a backyard playground set since the players have more "fun" that way.
Actually I much prefer The Losers.Spoiler:
Show
When I and my friends sit down we want a game of heroic fantasy. Rare is the moment when I have cried out in a video game or RPG "that's unrealistic." (Unless there is no jump button. Seriously makes me mad, single handedly ruined the N64 zelda series for me, but that's a digression of a digression.)
I mean, we play games with the force in galaxies far, far away, with supernatural horrors, dragons and demi-gods, alternate cosmologies, etc.
Reality and it's effects hold little sway to what makes a Heroic fantasy game fun IMO.
Just repeat after me:
You are not a beautiful or unique snowflake. You are not how much you've spent on WotC products. You are not whatever RPG you play. You are one of tens of thousands of people that spend money on a hobby. You will not always get what you want
|
|
|
|
2 years ago ::
Feb 21, 2011 - 9:34AM
#18
|
Date Joined:
Jun 15, 2004
|
If a character has 2 one-handed firearms, can he fire them both once each and still maintain ammo safety
By strict RAW: no, since ammo is by character rather than by weapon. "Ammunition: You either have ammo, or you don’t. If you do, you can use ammunition to fire any weapon you have that requires ammunition. If you don’t, you can’t. If you use ammunition only once in an encounter: At the end of the encounter, you still have ammunition. If you use ammunition more than once in an encounter: At the end of the encounter, you are out of ammo. You must acquire more before you can use a weapon that requires ammunition again (if you borrow some from an ally, then that ally is out of ammo.) Your Game Master determines when you find more ammo."
My PCs have given all of their guns to one player
That should work fine even by strict RAW (since PC's can give ammo to each other).
|
|
|
|
2 years ago ::
Feb 22, 2011 - 6:29PM
#19
|
|
|
I posted in the general questions already, but this thread might be more specific to my question. I have a doppelganger in my game with an AK47. How would people treat the clone's use of ammunition. Does each clone have a "magical" gun that doesn't count towards the main character's use of 1 shot per round?
I know that trying to make sense of something as strange as being able to clone yourself with a weapon is strange enough, and the rules specifically state no alpha mutations or omega tech but leave out the use of "mundane" weapons. If my clone can have the same sword as the original, then why can't the clone have a gun of his/her/it's own.
Personally I would like to find some sort of explanation why the PC shouldn't be allowed to fire once per turn because "the clone fired and I didn't" without just saying "I'm the DM and I say so." This is my first game being DM and he is a veteran player and I appreciate him in the group because he can answer some of the questions pertaining to rules and running a game.
Anyone come across this or have a neat solution to this?
|
|
|
|
2 years ago ::
Feb 23, 2011 - 12:18AM
#20
|
Date Joined:
Jan 17, 2011
|
I have been thinking about this for a while now.
I see that we have Overcharge checks and Omega Charge checks to see if things work, but not an Ammo Check. ..,
This new thread on ammo has also got me thinking. The rules for gun ammo become irrelevant at later levels as Pcs start to salvage Omega tech. Salvaged Omega tech do not follow the ammo rules. What's cooler a 9mm pistol or a MK1 laser pistol (salvagable at second level 500xp)
Well that's a very good point. Although I know it's been argued that the game isn't about guns, it's very possible (more so even people are playing with custom player decks) that all players will have access to ranged weapons that are better than default ranged weapons without ammo restrictions of guns.
In many ways, I actually think this part needs to be changed (house rules) so that players are forced to find some kind of energy cell (ammo) for the Omega tech at some point.
So while the RAW will prevent people from going rambo with their gun, they could go rambo with their Gauss Rifle. This would basically mean people would either use their default ranged or salvaged tech and guns wouldn't really be touched much.
The only other solution for balancing salvaged Omega tech weapons vs guns would be to require some sort of regular salvage check for the weapon ever so often.
I really don't know the perfect solution to be honest.
|
|
|