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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
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<blockquote data-quote="dirklancer" data-source="post: 5414718" data-attributes="member: 61013"><p>I am using a lot of the keywords from Gamma World for attacks, which includes things like Laser and Radiation. For the power sources I am using Martial, Interaction, Tactical, and Technical so far.</p><p>Agreed on the system and how to handle weapons. The people who like guns can get more specific with it if they use this. I may distinguish between revolvers and semi-auto pistols just because of the loading differences. Then like you said: Pistol, Shotgun, SMG, Rifle, Assault Rifle, then heavy weapons. And different categories within such as light and heavy.</p><p>Now what would you suggest for Burst and Autofire properties? I am going to make them weapon properties and I am a bit stumped as to how they operate mechanically. My initial thoughts for Burst was to give a bonus to attacks at the cost of more ammo. For Autofire I was thinking of either a damage bonus or splash damage to a target in an adjacent square at the cost of more ammo. Thoughts and suggestions?</p></blockquote><p></p>
[QUOTE="dirklancer, post: 5414718, member: 61013"] I am using a lot of the keywords from Gamma World for attacks, which includes things like Laser and Radiation. For the power sources I am using Martial, Interaction, Tactical, and Technical so far. Agreed on the system and how to handle weapons. The people who like guns can get more specific with it if they use this. I may distinguish between revolvers and semi-auto pistols just because of the loading differences. Then like you said: Pistol, Shotgun, SMG, Rifle, Assault Rifle, then heavy weapons. And different categories within such as light and heavy. Now what would you suggest for Burst and Autofire properties? I am going to make them weapon properties and I am a bit stumped as to how they operate mechanically. My initial thoughts for Burst was to give a bonus to attacks at the cost of more ammo. For Autofire I was thinking of either a damage bonus or splash damage to a target in an adjacent square at the cost of more ammo. Thoughts and suggestions? [/QUOTE]
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