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A New D&D Revolution: Nations & Cannons Core Rules Review
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<blockquote data-quote="Sparky McDibben" data-source="post: 9016981" data-attributes="member: 7041430"><p>Oh, I gotcha! I was excited because I thought you had found a loophole in the mechanics and I was about to make "Pennsylvania" Dutch, my <em>Patriot / Predator</em> mashup! </p><p></p><p>The wargear system explicitly reins this in. You can only use weapons you have equipped (otherwise they're somewhere in your kit, so it's an action to dig them out), and wargear affects how many weapons you can run around with equipped.</p><p></p><p>I think the max I got to was either three pistols and a longarm or four pistols. Of course, if you're carrying grenades or melee weapons, you have to make tradeoffs from that number.</p><p></p><p></p><p>Actually Rifle Expert does lower Misfire chance! So do certain Marksman techniques, etc.</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9016981, member: 7041430"] Oh, I gotcha! I was excited because I thought you had found a loophole in the mechanics and I was about to make "Pennsylvania" Dutch, my [I]Patriot / Predator[/I] mashup! The wargear system explicitly reins this in. You can only use weapons you have equipped (otherwise they're somewhere in your kit, so it's an action to dig them out), and wargear affects how many weapons you can run around with equipped. I think the max I got to was either three pistols and a longarm or four pistols. Of course, if you're carrying grenades or melee weapons, you have to make tradeoffs from that number. Actually Rifle Expert does lower Misfire chance! So do certain Marksman techniques, etc. [/QUOTE]
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A New D&D Revolution: Nations & Cannons Core Rules Review
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