Due to the current situation, my group and I decided to try something new for our first online session. We agreed on a post-apocalyptic, post-modern Metro2033 style environment. This brings me with a couple of new challenges. While I can bend most of our current rules to work semi-normally in a modern day adventure, automatic weapons are a big problem.
I already have something in mind for semi-automatic weapons or rifles with single or burst fire mode, but I haven't found anything for fully automatic or tap fire weapons. I've already discussed the issue with my players, but we haven't found a solution everyone is happy with.
Our requirements for a "Automatic weapon system" are:
- It has to be easy to doThis means that as few cubes as possible are needed with little to no calculations. So the game doesn't have to pause for a few minutes to calculate the results every time our machine gunner blindly shoots into the crowd.
- It has to be properly balanced. Machine guns are said to be fatal, but need an equally severe disadvantage.
- It has to work for both single and multiple goals (I'll come back to that later)
- It should be random. Now this point contradicts my first point, but some players – and myself – want the spray to be as unpredictable as possible. Now the hard part is making something difficult to predict but easy to calculate.
Now I want to keep this question as non-specific as possible so that every answer is suitable for many others than me. Still, I should probably mention our self-brewed combat system that I want to use:
We use one "Action point table" (This is actually an old Carcasonne scoreboard). Each action costs action points. Every time you use action points, your maker moves up the board. It is the turn of the player with the lowest number. (So if player1 is on square 4 and player2 is on square 7, it is player1's turn. He spends 4 action points for movement, now he has 8 and P2 has 7 … and so on).
Feel free to ignore this systemif you have a great idea without using it. I just think it could make room for imagination (I would also like to build on it since I wrote it ^^).
Here are some things we thought about, but we didn't really like or finish:
- You roll x times to determine your accuracy, then draw a cone on the map and spread the damage to all targets in the cone. Each target receives damage based on (number of balls / squares within the cone next to it). => difficult to draw a cone, not by accident
- Every weapon has a spray pattern. You choose a target and then roll once for your accuracy. Using a & # 39; recoil table & # 39; determine how many balls hit your target. If within the & # 39; spray pattern & # 39; If there is another target, roll the remaining balls again. => didn't sound really funny
- You fire x balls per action point (based on the weapon), roll the dice once to determine how many balls were hit, and then once for each hit to determine who hit them => sounds like a lot of rolling
- If you choose a target, the game master can give a hidden modifier to everyone nearby. You roll the die for each bullet fired and then reveal the hidden modifier to determine if a missed bullet has hit one of the bystanders => a lot of rolling, calculating and I want to avoid things becoming too dependent on the GM
- The player chooses a group to aim at and then rolls x dice based on the balls fired immediately. There is an open modifier based on how big / narrow the group is. The damage is divided among the group. => not really by chance, basically a lame AOE.
Oh yes, and not to forget, I also need significant differences between Burst Fire (A built-in burst mode that fires a fixed amount of bullets each time you pull the trigger.), Cockfire (Briefly pull the trigger for a few bullets) and spray (Squeeze the trigger as hard as possible)
I've also looked up some post-apocalyptic role-playing games, but none of them seem to have a very fun approach to automatic weapons. If you know one with a funny rule that you can quote, I would be more than happy.