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This has been asked many times....Advanced Fire Arms -- Rapid Reload
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<blockquote data-quote="delericho" data-source="post: 6081583" data-attributes="member: 22424"><p>For balance reasons, they should really scale at the same rate. Because I've been working off gut feel, rather than going through all the permutations, it's very likely I've made at least a few mistakes.</p><p></p><p></p><p></p><p>While firearms came to be considered a great equaliser, I rather doubt that applied to the level of technology we're discussing here.</p><p></p><p></p><p></p><p>Well, you have to consider the quality of the movies. <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>One other thing, that sadly seems to be missed by RPG designers with distressing regularity: what is cool, fun and interesting when done <em>once</em> in a film, is frequently lame and stupid when a PC is doing it regularly. The feats system (and, incidentally, 4e's power system) is a bad way to model that sort of action. Though, admittedly, I don't really know what would be a better way of handling it.</p><p></p><p></p><p></p><p>Yep. That is indeed the most likely consequence of 'realistic' reload times for firearms.</p><p></p><p>We can have:</p><p></p><p>- 6 second combat rounds</p><p>- 'realistic' firearms</p><p>- characters whose signature weapon is a firearm</p><p></p><p>Pick any two.</p><p></p><p>One of the problems with firearms is that a very significant minority of players absolutely demand those realistic reload times (and rules for fouling, and other such things), and if they don't get them it absolutely breaks their suspension of disbelief. Indeed, firearms rules seem to be one of those areas that is especially prone to that problem.</p><p></p><p>(If I were to hazard a guess, I would suggest that it's probably because those players probably know a bit more about firearms than they do about other game elements. So when they're presented with something that is working in a manner that they <em>know</em> is flat wrong, their SoD just shatters. Incidentally, I have <em>exactly</em> the same problem with the "Universal Roaming" mobile phones in the new Doctor Who - I have no issue with them travelling through time in a magic blue box... but a telephone that makes calls across that time vortex? Oh no!)</p><p></p><p></p><p></p><p>No, but it does make a difference to non-warrior types. And it is a factor that the game uses for balancing the different weapons. As such, if and when we were to lock down the weapon stats, it is something that should be considered - even if it is the least important such point.</p></blockquote><p></p>
[QUOTE="delericho, post: 6081583, member: 22424"] For balance reasons, they should really scale at the same rate. Because I've been working off gut feel, rather than going through all the permutations, it's very likely I've made at least a few mistakes. While firearms came to be considered a great equaliser, I rather doubt that applied to the level of technology we're discussing here. Well, you have to consider the quality of the movies. :) One other thing, that sadly seems to be missed by RPG designers with distressing regularity: what is cool, fun and interesting when done [i]once[/i] in a film, is frequently lame and stupid when a PC is doing it regularly. The feats system (and, incidentally, 4e's power system) is a bad way to model that sort of action. Though, admittedly, I don't really know what would be a better way of handling it. Yep. That is indeed the most likely consequence of 'realistic' reload times for firearms. We can have: - 6 second combat rounds - 'realistic' firearms - characters whose signature weapon is a firearm Pick any two. One of the problems with firearms is that a very significant minority of players absolutely demand those realistic reload times (and rules for fouling, and other such things), and if they don't get them it absolutely breaks their suspension of disbelief. Indeed, firearms rules seem to be one of those areas that is especially prone to that problem. (If I were to hazard a guess, I would suggest that it's probably because those players probably know a bit more about firearms than they do about other game elements. So when they're presented with something that is working in a manner that they [i]know[/i] is flat wrong, their SoD just shatters. Incidentally, I have [i]exactly[/i] the same problem with the "Universal Roaming" mobile phones in the new Doctor Who - I have no issue with them travelling through time in a magic blue box... but a telephone that makes calls across that time vortex? Oh no!) No, but it does make a difference to non-warrior types. And it is a factor that the game uses for balancing the different weapons. As such, if and when we were to lock down the weapon stats, it is something that should be considered - even if it is the least important such point. [/QUOTE]
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This has been asked many times....Advanced Fire Arms -- Rapid Reload
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