Unseelie said:What's the logic for making it more likely that they would penetrate armor (ie. bonus to hit)?
Making them less likely to penetrate armor but do more damage makes more sense to me.
I reccomend not using variant ammunition at all. It's complicated and leads to either a bunch of weird, nit-picky little rules, or it leads to munchkinizing the guns-- which are already plenty deadly enough.
The Whiner Knight said:
Well, sure, I guess you don't want to deal with stuff like JHP and ACP and HEAT in any game other than GURPS.
I think I'd limit myself to having normal ammo and tracer ammo (provides a +2 vision bonus to attack rolls).
TWK
Emiricol said:
2) Give your enemies a bonus to locate and fire at you
Thain said:
One particular plot of mine took a sharp twist when the party realized that the assassian they'd dealt with at 2nd level (who had a passion for the Walther WA-2000 and only ever used a particular style of bullet) had returned to menace them years later.
Thain said:
Besides, I just think it adds a lot to the game that the player or NPCs are armed and equiped in a realistic manner.
is it your experience that variant ammo rules result in this realistic equipping occuring?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.