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Weapons, armor, & gear: More or less?
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<blockquote data-quote="Wombat" data-source="post: 1157957" data-attributes="member: 8447"><p>On the basic question, I have dealt with armour and weapons rules as simple as are found in <em>Over the Edge</em> and as complex as found in <em>Harnmaster</em>; given that specturm, I prefer the OTE end of matters. Too many details, although visually interesting if you are dealing with an artist as talented as Angus McBride, tend to just lead to a lot of needless complications. </p><p></p><p>In the end, yes, there is a difference between butted and rivetted mail, but how much practical difference is there for a game, especially with a randomizing scale of 1-20? Equally, if you are going to get that complex with arms and armour, are you going to get complicated with other equipment?</p><p></p><p>Game example: I was playing Cyberpunk about a dozen years ago. I was working for an engineering firm at the time and so decided to play a gearhead as I had lots of realworld brains to pick. Two of the guys started arguing about different types of guns -- precise types of ammo, handling capabilities, targetting, minutiae of range under differing conditions, etc. </p><p></p><p>I got really, really bored with this continuing conversation, so I started asking about my mechanical kit. "It's just a kit," I was told. "But what type of pliers to I have? How many gauges of wire and in what lengths? Resistors? Plugs? What?" </p><p></p><p>I slapped down on of the catalogs from my job. </p><p></p><p>It was 5" thick. It only dealt with wires and solder.</p><p></p><p>I said, "I see your guns, and I raise you. Remember -- guns are made from <em>parts</em>. So if we are gonna argue about tiny details regarding handguns, I am going to do the same with my mech and elec kits."</p><p></p><p>After that we went back to something closer to "Big gun, small gun" and the game moved much more quickly and smoothly.</p><p></p><p>Just food for thought. <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=";)" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 1157957, member: 8447"] On the basic question, I have dealt with armour and weapons rules as simple as are found in [I]Over the Edge[/I] and as complex as found in [I]Harnmaster[/I]; given that specturm, I prefer the OTE end of matters. Too many details, although visually interesting if you are dealing with an artist as talented as Angus McBride, tend to just lead to a lot of needless complications. In the end, yes, there is a difference between butted and rivetted mail, but how much practical difference is there for a game, especially with a randomizing scale of 1-20? Equally, if you are going to get that complex with arms and armour, are you going to get complicated with other equipment? Game example: I was playing Cyberpunk about a dozen years ago. I was working for an engineering firm at the time and so decided to play a gearhead as I had lots of realworld brains to pick. Two of the guys started arguing about different types of guns -- precise types of ammo, handling capabilities, targetting, minutiae of range under differing conditions, etc. I got really, really bored with this continuing conversation, so I started asking about my mechanical kit. "It's just a kit," I was told. "But what type of pliers to I have? How many gauges of wire and in what lengths? Resistors? Plugs? What?" I slapped down on of the catalogs from my job. It was 5" thick. It only dealt with wires and solder. I said, "I see your guns, and I raise you. Remember -- guns are made from [I]parts[/I]. So if we are gonna argue about tiny details regarding handguns, I am going to do the same with my mech and elec kits." After that we went back to something closer to "Big gun, small gun" and the game moved much more quickly and smoothly. Just food for thought. ;) [/QUOTE]
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