[Nevercast] - Mechanics Reference
horomancer:
I got to say, I don't like the notion of rolling an extra die to compute ammo use. I don't believe it's lean, there is still some basic math with ever attack, and I'm going to get dice confused.
I can think of a solution or two for keeping track of ammo in the broad sense, but I'm at a lost as to how to compute it by the clip so you have realistic reloading intervals.
But between book keeping and a second sub die roll, I would vote book keeping. Maybe something like the battle rifle having 8 attacks before a reload, with burst fire using 2 attacks and suppression fire using 4. It's still bullet counting, but it's just a straight math and prevents the unlikely but possible infinite ammo commando that lays down multiple rounds of suppression fire without reloading.
Side thought, maybe have the users skill in firearms change the rate at which ammo is expended. For my example, a nub with a battle rifle will only get 6 attacks per clip and a vet would get 10 since they are more efficient at putting rounds on mark. might be just excess math though.
I look forward to more of your work, Ar Kayon
Ar Kayon:
Alright guys, I took the feedback you gave me into consideration and conceived of a second idea. The new idea is to keep the abstract capacity values, but that your ammunition expenditure is directly related to your attack roll, rather than introducing a new die. Upon scoring a critical success, you waste less ammo as a result of your accuracy. Scoring a critical failure on your attack means you waste an extra point of capacity. Also, using different firing modes, such as full auto, will always use up a fixed amount of capacity in lieu of the capacity die.
Example: Kanu Gon smashes through the door and unloads full auto on the poor bastard on the other side. Full auto uses up 2 capacity. Kanu Gon rolls his attack and scores a 1, meaning he stops shooting after the guy's head explodes (in post modern times, nastier bullets are used to compensate for stronger armor), so Kanu Gon uses only 1 capacity because he stopped firing once that happened.
horomancer:
Sounds more workable to me. I also like the tie in of skilled operators conserving ammo without any extra math being required. Kudos on that.
I forget, are special powers/magic/crazy future tech in the Nevercast setting? If so, having a similar set up for such special powers may be good book keeping. More skilled characters can do more with less, but can burn resources faster to get better effects.
hmmmm...
I see potential for that being a core mechanic of any action that has finite resources either in game, or on a meta level.
On a different topic, have you made examples of non-combat skill checks and abilities?
Ar Kayon:
There aren't special powers or magic in Nevercast. But yeah - I'm sure there are other things in the game I could abstract out in this manner in order to smooth things over and get the players/GM more into playing than micromanaging. This, of course, provided that the integrity of the simulation is not compromised. Who knows - maybe it could work for money or equipment. I certainly would like to keep this door open if you or anyone else has ideas on how to abstract out any numerically *hard* values or resources.
Also, sorry about glazing over the inquiry you made earlier about character skills. There are a lot of fun things I want to do with non-combat abilities, but I haven't compiled a list yet. First, I'll post an overview of how skills work so everyone can follow along, and then I'll post a rough draft of abilities I've come up with.
horomancer:
How will your system handle screw ups? in D&D terms, the fumbles.
I could see a hard core vet going down when a dud round stops his battle rifle from cycling. Is there anything to mimic this in game? It would seem odd to have it a function of the dice used (as in only possible when rolling a 10 or higher, so only on d10 and d12)
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