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Wad-Cutter bullets - anyone heard of em?
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<blockquote data-quote="Thain" data-source="post: 651712" data-attributes="member: 7215"><p>I guess you and I differ on what sort of detail is added to the game by adding more specific weapon systems into a game. In the right genre --a Tom Clancy-esque type, for example-- I'd like good rules for variant ammo, hoping to find things like:</p><p></p><p>"Okay team, we'll need to board the oil tanker at 0400. Johnson has recommended that we use cold-loaded 9mm parabellum. To minimize chances of detection, and in case any evidence shoudl be left behind the 9mm round is typical of Israeli SpecOps. SHould we be compromised, the Secertary can implicate a forgein power. I'm also recommending we each take a clip of AP rounds... if we run into any more of those @#$% Troglodytes on this op..."</p><p></p><p>That said, I don't mind a bit of number-sided game-mechanic based tactical thinking being done by my players. If taking a 5' adjustment into Square X would give him a better bonus to hit next round, as oppossed the steping into Square Y... Wouldn't the PC behave in a way that benefits him tactically?</p><p></p><p>As for your example, isn't it simply two ways of the player describing his action in two different ways? The first is more narritive and desciptive, in the second the player speaks in game mechanics. The same thing gets done, either way, doens't it? </p><p></p><p>As for the second examples player thinking in game mechanics and numbers... maybe that player is just more left-brained. His action is still reasonable, and fun:</p><p></p><p> </p><p></p><p>Come on! Can' you just see Danny Glover, mid-firefight with a pack of goons, crouching behind a 3m crate? Mel Gibson is off elsewhere, so Danny needs to return fire... he leans around the box, and pops off a few shoots, most miss because, as Danny tells himself, "He's getting to old for this $#!+..." so, to narrow trhe gap he starts to push the crate he's behind slowly forward... firing of shots and wisecracks about Melgibson the whole time.</p></blockquote><p></p>
[QUOTE="Thain, post: 651712, member: 7215"] I guess you and I differ on what sort of detail is added to the game by adding more specific weapon systems into a game. In the right genre --a Tom Clancy-esque type, for example-- I'd like good rules for variant ammo, hoping to find things like: "Okay team, we'll need to board the oil tanker at 0400. Johnson has recommended that we use cold-loaded 9mm parabellum. To minimize chances of detection, and in case any evidence shoudl be left behind the 9mm round is typical of Israeli SpecOps. SHould we be compromised, the Secertary can implicate a forgein power. I'm also recommending we each take a clip of AP rounds... if we run into any more of those @#$% Troglodytes on this op..." That said, I don't mind a bit of number-sided game-mechanic based tactical thinking being done by my players. If taking a 5' adjustment into Square X would give him a better bonus to hit next round, as oppossed the steping into Square Y... Wouldn't the PC behave in a way that benefits him tactically? As for your example, isn't it simply two ways of the player describing his action in two different ways? The first is more narritive and desciptive, in the second the player speaks in game mechanics. The same thing gets done, either way, doens't it? As for the second examples player thinking in game mechanics and numbers... maybe that player is just more left-brained. His action is still reasonable, and fun: Come on! Can' you just see Danny Glover, mid-firefight with a pack of goons, crouching behind a 3m crate? Mel Gibson is off elsewhere, so Danny needs to return fire... he leans around the box, and pops off a few shoots, most miss because, as Danny tells himself, "He's getting to old for this $#!+..." so, to narrow trhe gap he starts to push the crate he's behind slowly forward... firing of shots and wisecracks about Melgibson the whole time. [/QUOTE]
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