|
2 years ago ::
Feb 23, 2011 - 5:00PM
#21
|
Date Joined:
Sep 26, 2001
|
How many of you use the ammo/no ammo rule as listed and how many of you have declared a house rule that tracks ammo?
I don't much worry about tracking anything. As I'm running in a casual setting, I stick to the standard rules for the most part.
If find the easiest way to explain ammo is: "Having ammo is a binary state, you either have it, or you don't. If you 'have ammo,' and get more, you still just 'have ammo." The idea is that ammo is pretty unpredictable after 150 years, and you might have boxes of it, but find out most of it was duds, that kind of thing.
Two alternatives I'd consider for a campaign, are the survival-day economy or the 'bullet' economy.
Either track survival-days and use them as currency. Or track ammo - individual rounds - and use them as currency...
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
|
|
|
|
2 years ago ::
Feb 24, 2011 - 8:37AM
#22
|
Date Joined:
Feb 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.
I can think of two, related solutions to this problem. They both revolve around the idea that when you salvage Omega Tech, they have some sort of charging system that acts as ammunition of sorts, but you don't have to find it. It regenerates on its own, but slowly, due to the age of the technology. This could be solar power, a tiny internal nuclear reactor, or whatever.
The two ways to represent this that have occurred to me are as follows:
1) Treat all Omega Tech as encounter powers. You can fire the weapon once per encounter, which expends the charge until the following encounter.
2) Treat all Omega Tech as modified daily powers. Sort of a cross between dailies and Gamma World guns. You can fire any piece of Omega Tech once per encounter and the charge will hold up. The moment you fire it more than once in an encounter, you might as well go whole hog, because the charge is depleted. The Omega Tech is empty until you either find ammo, such as an energy cell, or alternatively--and I think I prefer this one--you take an extended rest.
|
|
|
|
2 years ago ::
Feb 25, 2011 - 8:13PM
#23
|
Date Joined:
Aug 23, 2010
|
I never cared for the current ammo rules in GW & don't intend to use them in my own GW campaign. It just doesn't make sense that PCs have to conserve ammo but NPCs/monsters do not. Also part of the fun of a post-apoc. campaign is the hunt for ammo.
|
|
|
|
2 years ago ::
Feb 25, 2011 - 10:45PM
#24
|
|
|
It just doesn't make sense that PCs have to conserve ammo but NPCs/monsters do not.
An ammo-limited gun attack is easily represented with a monster's encounter/recharge powers. Conveniently, these are typically high damage attacks. Replace "guns" (like the dabber's carbine) with "ranged weapons" (like a sling with rocks or a potato gun firing billiard balls).
|
|
|
|
2 years ago ::
Feb 26, 2011 - 5:42AM
#25
|
Date Joined:
Apr 19, 2009
|
The monsters are bound to the same ammo rules that the PCs are. They just don't get any exposition beyond that one encounter in which they get slaughtered, therefore they can go all out. (which might also explain why the PCs only find 2x 'ammo' on 5 badders wearing guns)
|
|
|
|
2 years ago ::
Mar 01, 2011 - 7:31PM
#26
|
|
|
I like the ammo rules enough that I'm considering using them in other games.
No one wins in the Edition Wars. The whole hobby loses. Wizards did not lose me as a DDI subscriber with the Online CB, they lost me long before that. And I have let my Herald Level GM Status lapse after 8 years. Wizards lack of support and the Edition Wars Trolls that are poorly moderated just managed to take all the fun out of public events. ~~ KT
|
|
|
|
2 years ago ::
Mar 08, 2011 - 10:21AM
#27
|
|
|
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?
Was this ever answered? If the clone's shot doesn't count towards ammo, then doppelgangers never run out of ammo right? If they want to take a shot they just clone and take the shot with the clone.
|
|
|
|
2 years ago ::
Mar 08, 2011 - 11:24AM
#28
|
|
|
RAW doesn't address the issue, so you'll have to discuss it with the GM and get their specific ruling. I'm guessing the intent of the power is NOT to get around the ammo rules, but that's just it: I'm guessing. Any way you look at it, it raises more questions. Does the power also clone every piece of carried equipment (presumably, since your copies have clothes and use your weapons)? But then could the double then fire a "copy" of an omega tech item? Use a consumable without expending it? Could they use an alpha encounter power, alpha flux, and then replace their alpha mutation, without affecting yours? Maybe omega tech is overdoing it, but what about mundane gear and ancient junk? Can the doppelganger use their copy of a chemstick without removing it from your inventory? I'm guessing the intent on most of those is "no." There are plenty of ways to justify it in-game, given the nature of the origin. If you need one, just let me know.
|
|
|
|
2 years ago ::
Mar 08, 2011 - 12:09PM
#29
|
Date Joined:
Jun 15, 2004
|
Does the power also clone every piece of carried equipment (presumably, since your copies have clothes and use your weapons)? But then could the double then fire a "copy" of an omega tech item? Use a consumable without expending it? Could they use an alpha encounter power, alpha flux, and then replace their alpha mutation, without affecting yours? Maybe omega tech is overdoing it, but what about mundane gear and ancient junk? Can the doppelganger use their copy of a chemstick without removing it from your inventory?
"it can't use doppelganger powers, Alpha Mutations, or Omega Tech"
|
|
|
|
2 years ago ::
Mar 08, 2011 - 12:20PM
#30
|
|
|
"it can't use doppelganger powers, Alpha Mutations, or Omega Tech"
HA! I knew I should have double-checked before posting. Still, non-omega tech? There's so very few in the basic game, much less ones that would make a difference, but can it use any possessed item?
|
|
|