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<blockquote data-quote="Ruin Explorer" data-source="post: 7965421" data-attributes="member: 18"><p>You know perfectly well that melee combat isn't "stabbing someone". Shooting at people is distinctly different to engaging in melee. People know this because they've done it - even have done just paintball and fencing shows the distinct differences.</p><p></p><p>3 seconds doesn't square up well with other stuff, like movement. So adjust movement distances, eh? And then we can see a chain-reaction of various changes and basically we're playing a different system.</p><p></p><p>A better solution, I suggest, would be to default to having multiple attacks with ranged weapons on all classes. Advantage/Disadvantage works well with this (taking a single attack could give Advantage, two or three could be the default, and you could take an extra X over the default but all attacks would be at disadvantage). Alternatively damage could be factored assuming multiple attacks (just unspecified), and you could not track ammo instead (instead have a roll-range which means "out of ammo" perhaps - then you need to use an Action to reload if you want to fire that gun more).</p><p></p><p>Unfortunately these are not options systems I've seen have actually used. Instead you typically just see large amounts of damage and single attacks, but still tracking ammo precisely.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7965421, member: 18"] You know perfectly well that melee combat isn't "stabbing someone". Shooting at people is distinctly different to engaging in melee. People know this because they've done it - even have done just paintball and fencing shows the distinct differences. 3 seconds doesn't square up well with other stuff, like movement. So adjust movement distances, eh? And then we can see a chain-reaction of various changes and basically we're playing a different system. A better solution, I suggest, would be to default to having multiple attacks with ranged weapons on all classes. Advantage/Disadvantage works well with this (taking a single attack could give Advantage, two or three could be the default, and you could take an extra X over the default but all attacks would be at disadvantage). Alternatively damage could be factored assuming multiple attacks (just unspecified), and you could not track ammo instead (instead have a roll-range which means "out of ammo" perhaps - then you need to use an Action to reload if you want to fire that gun more). Unfortunately these are not options systems I've seen have actually used. Instead you typically just see large amounts of damage and single attacks, but still tracking ammo precisely. [/QUOTE]
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