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Spycraft 2.0 is awesome!
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<blockquote data-quote="Morgenstern" data-source="post: 2474676" data-attributes="member: 5485"><p>Nope. Nevermind, not the game for you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Nothing personal.</p><p></p><p>I found this in about 3 minutes on the web~</p><p></p><p>Caliber (Projectile weight (gr)) [Number of Rounds per 8.5 lbs]</p><p>9mm (124gr) [320]</p><p> .45 ACP (230gr) [180] </p><p>5.56x45mm (.223) (55gr) [320] </p><p>.30 Carbine (110gr) [300]</p><p>5.45x39* (Russian) (57gr) [355] </p><p>7.62x39 (Russian) (123gr) [210] </p><p>7.62x51(.308) (150gr) [160] </p><p>.30-06 (150gr) [144] </p><p></p><p>I might add something along these lines to the on-line appendix for reference. I have a bunch of MAG conversion work to do anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" />. But its definitely not what we viewed as core material (though I do wonder why this person picked 8.5 pounds as his increment... guess he got a lot of round numbers there).</p><p></p><p>We did include the weight of the weapons, in some detail, but ammo? I like the "stupid rule", and if I were to tell my players they need to count up all their ammo - by type - and figure out how much it weighs (assuming no unusual rounds have been requition and we are going to actually hand wave the weight of the magazines since magazine size/weight varies from weapon to weapon making any sort of standardized entry an appproximation), <em>I</em>'d feel stupid because the next thing I'd be asking is "did everyone get their gadgets?" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> In all honesty, Bond Movies and FPSs actually agree on this point - it is below the threshold of concern. Get back to the shooting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />! Difference in playstyle to be sure.</p><p></p><p>Similarly, as a game designer, I have to keep an eye out for the pitfalls of flawless simulationism. Guns are deadly, and gunplay is a merciless endeavor in which luck has a painfully large contribution here in the real world. It's also short and final. With things like autofire, if you create a game option that is vastly superior to a normal attack and almost invariably fatal, you have to realize that not only will players gravitate to it, but NPCs should too - and by shear coincidence you are going to end up spending more time making characters than playing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. OTOH, movie physics tell us that namesless gunmen spraying lead never hit anything <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />! A state of affairs that might allow a PC to get to double digit levels eventually.</p><p></p><p>As to more rolling producing more errors, errors by themselves don't do anything when you are shooting - somebody has to spend an action die to apply the suck. We tried to provide the GC with a LOT more cool things to do with his action dice that go after you <em>every time</em> you error, but if he does, tell him, from me, to knock it off <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>Moving on!</p></blockquote><p></p>
[QUOTE="Morgenstern, post: 2474676, member: 5485"] Nope. Nevermind, not the game for you :). Nothing personal. I found this in about 3 minutes on the web~ Caliber (Projectile weight (gr)) [Number of Rounds per 8.5 lbs] 9mm (124gr) [320] .45 ACP (230gr) [180] 5.56x45mm (.223) (55gr) [320] .30 Carbine (110gr) [300] 5.45x39* (Russian) (57gr) [355] 7.62x39 (Russian) (123gr) [210] 7.62x51(.308) (150gr) [160] .30-06 (150gr) [144] I might add something along these lines to the on-line appendix for reference. I have a bunch of MAG conversion work to do anyway :cool:. But its definitely not what we viewed as core material (though I do wonder why this person picked 8.5 pounds as his increment... guess he got a lot of round numbers there). We did include the weight of the weapons, in some detail, but ammo? I like the "stupid rule", and if I were to tell my players they need to count up all their ammo - by type - and figure out how much it weighs (assuming no unusual rounds have been requition and we are going to actually hand wave the weight of the magazines since magazine size/weight varies from weapon to weapon making any sort of standardized entry an appproximation), [I]I[/I]'d feel stupid because the next thing I'd be asking is "did everyone get their gadgets?" :p In all honesty, Bond Movies and FPSs actually agree on this point - it is below the threshold of concern. Get back to the shooting :)! Difference in playstyle to be sure. Similarly, as a game designer, I have to keep an eye out for the pitfalls of flawless simulationism. Guns are deadly, and gunplay is a merciless endeavor in which luck has a painfully large contribution here in the real world. It's also short and final. With things like autofire, if you create a game option that is vastly superior to a normal attack and almost invariably fatal, you have to realize that not only will players gravitate to it, but NPCs should too - and by shear coincidence you are going to end up spending more time making characters than playing ;). OTOH, movie physics tell us that namesless gunmen spraying lead never hit anything :D! A state of affairs that might allow a PC to get to double digit levels eventually. As to more rolling producing more errors, errors by themselves don't do anything when you are shooting - somebody has to spend an action die to apply the suck. We tried to provide the GC with a LOT more cool things to do with his action dice that go after you [I]every time[/I] you error, but if he does, tell him, from me, to knock it off :). Moving on! [/QUOTE]
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