|
Post by ilina on Apr 26, 2016 0:18:57 GMT -8
ever hated the fact that most Savage Worlds Murderhobos converting over from Pathfinder or D20 have a habit of picking up military grade firearms and using firearms as a default solution for everything? i found out how you can fix the problem your NRA Gun Nut Murderhobos?
in the Broken Earth Players Companion. there are some highly expensive prices listed for both firearms and ammunition. by using those prices. i found out that players are less likely to waste a bullet on a hapless NPC. imagine the sheer amount of benefit this provides when you needn't have to deal as much with murderhobos.
by Drastically increasing the price per bullet. by Drastically reducing the spare combat wealth of NPCs,and by OMG, using less NPCs with decently resellable armor. you actually keep the murderhobos in check. not only do they have to actually keep track of their rounds, but they will be less likely to fire "3 round bursts" or "spray and prays" from an M-16 when each large bullet costs 40 dollars and each of those eats up 120 and 360 dollars respectively.
it is also a good compromise to keep firearms in check. and by limiting the amount of NPCs who have decent armor, you limit the amount of resale Value for the murderhobos, because looted armor is either really heavy, has no value, or both.
|
|
|
Post by ilina on Apr 26, 2016 0:23:00 GMT -8
take that you Kentucky NRA Murderhobos. i dare you to murderhobo in my homebrews. bullets are going to be quite expensive, and good armor isn't going to be easy to find. i will enforce every pound of armor and the weight of every firearm, and unlike my Saturday GM. i won't be giving out handy haversacks *Cough* Pip Boys.
|
|
|
Post by uncommonman on Apr 26, 2016 3:22:03 GMT -8
If you feel really mean spirited you can be hard about sizes on armour, clothing and shoes (shoes can also be hard to come by).
|
|
|
Post by OFTHEHILLPEOPLE on Apr 26, 2016 5:20:05 GMT -8
Or you can impress upon their character lighting penalties, environmental penalties, and unstable platform penalties where apply. If they're firing fully automatic weapons with the penalty already they're going to have a hard time hitting anything if they can't see it, rain is in their eyes, and the ground around them is shifting because the bad guy they're shooting just used a power with a trapping that applies.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 26, 2016 9:32:40 GMT -8
Personally I think this is going rather overboard, tracking exact ammo and the weight of armour it's something I find generally detracts from games. Going by your post I'm also assuming it's something you're implementing as an irritated reaction to certain players as opposed to adding to the game.
When it comes to looting and encumbrance I've always preferred encouraging common sense on what one person can carry. As for ammo if you really want to make them worry about running out come up with a simple house rule such as botched rolls on full auto means you've run out. Of course I say this as somebody who prefers to avoid tracking loot and economies, about the only time I'd track gear is during full on survival style games where everything is limited.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 26, 2016 9:46:51 GMT -8
The Sci Fi companions have a cinematic mechanic for tracking extra ammo. Most groups should track missiles, bombs, and torpedoes normally. Lasers are assumed to recharge constantly. For ballistic weapons, draw a card after any engagement. If the card is a Five or lower, the group is low on ammo. One more fight and they’re essentially out. Resupply then becomes a plot device rather than bookkeeping.
Weird War also has a mechanic which involves tracking ammo as full, low, or empty with a dice roll but I don't have that book readily available.
|
|
|
Post by OFTHEHILLPEOPLE on Apr 26, 2016 12:10:21 GMT -8
This whole ordeal is why I really like Feng Shui 2's ammo rules. For the first full sequence of a fight you don't have to worry about it, but on the second sequence after you fire a gun you roll a single d6 and see if you exceed your reload value. If so, hurray, you still have bullets in your gun and can keep firing and rolling to see if you're out of bullets. If not you are out and have to make some decisions...
|
|
|
Post by ilina on Apr 26, 2016 13:40:17 GMT -8
i normally use the "Common Sense Encumbrance Rule" and the "Cinematic Ammunition Rule" but that doesn't work when the local murderhobos try to tell you why they should be able to carry a 300 pound load of ballistic equipment and wear 50 pounds of armor without becoming heavily encumbered for the -3.
|
|
|
Post by mook on Apr 26, 2016 15:04:24 GMT -8
I keep track of ammo and encumbrance for most games (operative word, "I" -- the players don't need to deal with it unless they want to), because: A) I like it, and for me it adds to the tension. ("Shit, man, I've only got 7 bullets left... gonna have to do this Deadpool countdown style!"), and... B) If a GURPS player pays points for an above average STrength, one of the perks of that decision is that their character can wear much heavier armor and carry a lot more equipment without the negative consequences weaker/more average character suffer. I'm told, though, that my tastes are not universal.
|
|
|
Post by ilina on Apr 26, 2016 15:19:45 GMT -8
i base common sense encumbrance on both the bulk relative to a character's size more than thier actual strength. but strength as well as certain edges or hindrances can be a factor. but i don't allow any human sized bipedal humanoid character to carry 300 pounds of weaponry and wear 50 pounds of armor without some kind of massive penalty.
|
|
|
Post by ericfromnj on Apr 26, 2016 15:59:10 GMT -8
I usually just tell my crew they need positive reinforcement to carry so much which causes people at the table to run away screaming "Don't hug me!"
It's very lonely.
|
|
|
Post by ilina on Apr 26, 2016 16:08:52 GMT -8
when you have 10 rifles strapped to your body, are wearing 50 pounds of armor and are carrying enough rounds to Stock an Entire Armory. i have already drawn the line somewhere around the third rifle. i mean, i am fine if you carry 5 extra clips for one rifle, but please don't try to carry much more than that.
|
|
|
Post by mook on Apr 27, 2016 1:15:54 GMT -8
i base common sense encumbrance on both the bulk relative to a character's size more than thier actual strength. but strength as well as certain edges or hindrances can be a factor. but i don't allow any human sized bipedal humanoid character to carry 300 pounds of weaponry and wear 50 pounds of armor without some kind of massive penalty. Right on. This guy is a good example. He has ST 15, which in GURPS is damned high. Carrying up to 45 lbs., he can move 6 yards/turn and has a Dodge of 10. Carrying 46-90 lbs., he can move 5 yards/turn and has a Dodge of 9. Carrying 91-135 lbs., he can move 4 yards/turn and has a Dodge of 8. Carrying 136-270 lbs., he can move 3 yards/turn and has a Dodge of 7. And, carrying 271-450 lbs., he can move 2 yards/turn and has a Dodge of 6. A lot of players don't care for tracking stuff like that, but I do so I do it for them. He'd probably be at the first level of encumbrance (5 yards/turn) under most conditions, but if he suddenly has to grab his unconscious buddy and try to fireman's carry him off the battlefield, he can... he'll just be doing it at 2 yards/turn, not 5. when you have 10 rifles strapped to your body, are wearing 50 pounds of armor and are carrying enough rounds to Stock an Entire Armory. i have already drawn the line somewhere around the third rifle. i mean, i am fine if you carry 5 extra clips for one rifle, but please don't try to carry much more than that. Well, sure... at least for me, the point of tracking encumbrance is a nod towards realism and verisimilitude. It would kind of defeat that point to then allow unrealistic load-outs like that. (Though, if the character had some kind of custom-made backpack that carried rifles like a quiver 5x2...)
|
|
|
Post by ilina on Apr 27, 2016 9:13:26 GMT -8
i don't track exact numbers, but general ballparks. i round to the nearest point. but i allow an extra 20 pounds to be carried above your load limit for the purpose of carrying your pack. well, not a literal encumbrance bonus, as much as you ignore the first 20 pounds of your pack by spending a good 10 minutes organizing it. the 20 pound rule is to reward people for bringing common mundane items in thier bag that are not murderhobo gear.
|
|