Teflon Billy said:Can you email me that list? Or is it a pay product?
If it's a pay product, can I pay you in drinks at Gen Con?
(Psi)SeveredHead said:I see no reason why I wouldn't always try to get explosive ammo for guns. If you have the explosive ammo, you're simply better (as long as you're not trying to be stealthy).
WaterRabbit said:Rifle ammuntion runs (.30-06", .308", 7.62 x 39mm) around $7.50 per round. (DC 11 for 20 rounds.)
Krieg said:Are you specifically referring to explosive ammunition here?
If you aren't then your numbers are WAY off. Typical .308 (7.62x51) ammo runs much closer to 75 cents a round.
Krieg said:Any type of expanding (or frangible, exploding etc etc) ammunition merely bumps the damage up that of the next caliber (which varies from supplement to supplement).
Any type of AP ammo gives a non-magical +2 to hit vs anything with a natural/armor bonus, but drops the damage to that of the next lowest caliber.
WaterRabbit said:Obviously.
It seems to me you should at least impose a penalty to the to hit roll if the target is wearing armor when firing Glaser ammunition.
I would prefer to see a negation of 2 points of armor bonus when firing AP ammo than adding +2 to hit against armored targets.
Krieg said:Hey, you never can tell!
Both valid points.
Imposing a penalty to attack in addition to the higher damage starts back along the path of increased complexity. Not that it's a bad a thing, mind you; just that it is a move away from being as simple as possible (which was the point of the original post).
Negating armor rather than adding a bonus to hit is the same thing in the end. It just depends on how you handle armor in your campaign.