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Need suggestions: firearm mechanics in an RPG

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RocketDude Face Time from AZ, United States Since: May, 2009
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#1: Apr 27th 2013 at 2:16:47 AM

Disclaimer: I have not played a lot of RPGs, let alone ones that use firearms extensively, so bear with me. I'm designing an RPG inspired by the Far Cry games, and I've been thinking mostly about how the combat should go. My issue is as follows:

Here’s the scenario: you have two PCs. They’re in the middle of a battle against a sizable group of enemy mooks. One PC is carrying an AKM rifle with good stopping power and decent stability, but not-so-good accuracy. The other has a FAMAS rifle with a stupidly high rate of fire and decent accuracy, but the rate of fire makes the stability go to shit. (I know they probably don’t behave like that in real life-I’m taking some artistic license here.) Basically, you have accuracy vs. recoil, and I need a way to represent that distinction.

Other part of the problem: let’s assume both PCs fire their rifles. PC 1 is able to score a hit, PC 2 barely manages to score a hit. PC 1 intends to take out one guy flat-out, but instead hits that target and the two enemies next to him, managing to wound three enemies instead of killing one. PC 2 fires at one guy, but only half of the bullets he fires hit because the recoil is too much. However, it’s enough to take out his target.

So, I have to figure out how to make a clear difference between recoil and accuracy, I also have to figure out how to implement the capability to pepper multiple enemies instead of focusing on one enemy at a time, and on top of that, I have to figure out how damage gets calculated. I was thinking of the Volume Of Fire system I saw in the rulebook for The Regiment: Colonial Marines (that Aliens RPG), but I want to modify that to suit my needs (and maybe combine it with some influences from 3:16: Carnage Amongst The Stars).

For further context, I want engagements to go something like this: players and GM test for dominance, any winners get to ambush, then combat rounds go normally. I want some way of ensuring that a burst of bullets fired can be randomly distributed without bogging gameplay down too much, and some of my ideas so far are taken from a couple other RPGs.

I basically need some way of giving meaningful depth/complexity to the gunplay while keeping it interesting. My VOF table idea has potential, but I can't decide on what should actually go into the table because I don't have a good idea of how hits should be determined. I'm tempted to just go with something like CM's wounding system, but I also want to make guns more distinct from one another.

edited 27th Apr '13 2:17:32 AM by RocketDude

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