Due to the current situation me and my group decided to try something new for our first online-session. We agreed on a post-apocalyptic, post-modern setting in a Metro2033-style. This presents me with a few new challanges. While I can bend most of our current rules to work semi-normal in a modern adventure, a big problem are automatic weapons.
I already have something in mind for semi-automatic guns or rifles with single- or burst-fire mode, but I haven’t found nothing for full-auto or tap-fire weapons. I discussed the issue with my players already, but we haven’t found a solution everyone is happy with.
Our requirements to an “Automatic-Weapon-System” are:
- It must be easy to execute, which means it should take as few dice rolls as possible with little to no calculations. So the game doesn’t have to pause for a few minutes to calculate the results each time our machine-gunner fires blindly into the crowd.
- It needs to be properly balanced. Machine guns are supposed to be lethal, but need a as hard drawback.
- It must work for both single and multiple targets (I’ll come back to that later)
- It should be random. Now this point contratdicts with my first point, but a few players – and I myself – would like to have ‘spraying’ be as unpredictable as possible. Now the hard part is make something hard to predict, but easy to calculate.
Now I’d like to keep this question as nonspecific as possible, so any answer is suitable for many others but me. Nevertheless, I should probably mention our homebrewed combat system I’d like to use:
We use an “Action-Point Table” (which is actually an old score-counter board from carcasonne). Each Action costs Actions-Points. Each time you use Action Points your maker on the board moves up. It is always the turn of the player with the lowest number. (So if Player1 is on square 4 and Player2 is on Square 7, it’s Player1s turn. He spends 4 Action Points on moving, now he has 8 and P2 has 7 … and so on).
Feel free to ignore this system, if you have a great idea without using it. I just think it might create some room for imagination (also I’d like to build on it, since I’ve written it^^).
Here are a few things we thought about, but didn’t quite like or finish:
- You roll x times to decide you accuracy, then draw a cone on the map based on it and split the damage to all targets in the cone. Each target gets damage based on (ammount of bullets/squares within the cone next to it). => hard to draw a cone, not random
- Each weapon has a ‘spray pattern’. You pick a target and then roll once for your accuracy. Based on a ‘recoil table’ you determin how many bullets hit your target, if there is another target within the ‘spray pattern’, you roll again for the remaining bullets. => didn’t really sound fun
- You fire x bullets per action point (based on weapon), you roll once to determine how many bullets hit then for each hit once to determine whom it hit => sounds like a lot of rolling
- You pick a target, the game-master can give a hidden modifier for anyone close nearby. You roll for each bullet fired, then reveal the hidden modifier, to see if any missed bullet has hit one of the bystanders => lot of rolling, calculation and I’d like to avoid making things too dependent on the GM
- The player picks a group he wants to target, then rolls x dice based on bullets fired at once. There is an open modifier based on how large/tight the group is. Damage is split among the group. => not really random, basically a lame AOE.
Oh yea, and not to forget, I also need meaningfull differences between burst fire (a built-in burst mode to fire a fixed amount a bullets each time you pull the trigger), tap-fire (shortly press the trigger for bursts of a few bullets) and spray (pull the trigger as hard as you can)
I also already have looked up some post-apocalyptic RPGs, but none of them seems to have a very fun approach to automatic weapons. If you know one with a fun rule you can cite, I’d be more than happy.