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Alternate Gun/Ammo Mechanics
03-11-2013, 08:29 AM (This post was last modified: 03-11-2013 08:33 AM by friskers96.)
Post: #8
RE: Alternate Gun/Ammo Mechanics
I can see where this looks good, but as a HP I want versatility with my weapons.. Sheriff Anderson would honestly ditch his revolver to get a shot gun. He would rather shoot his antique revolver cause he has a hard time missing with it. Now as a ZP, I like to drop cards on the heros to make them remove those guns from the discard pile. Yesterday, sheriff Anderson got his gun and forgot to load it three times in a row, 4th time wasting his search to get it he hit, then lost it again... Zeds then removed all revolvers from the discard pile, sheriff Anderson now very ineffective... I like the guns how they are. This might be a good start on a revision or custom scenario rule set, but right now it needs some refining. Also I think even though there is five shot in the gun, they shouldn't be guaranteed kills. A revolver should still roll a D6 to see if the hero is on target with the 4+ to hit. Effectively you still have a gun that won't hit if your just sucking on the dice. EVERYONE has had them days...

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Messages In This Thread
Alternate Gun/Ammo Mechanics - LSD - 01-03-2013, 10:28 PM
RE: Alternate Gun/Ammo Mechanics - mqstout - 01-04-2013, 02:44 PM
RE: Alternate Gun/Ammo Mechanics - LSD - 01-04-2013, 09:52 PM
RE: Alternate Gun/Ammo Mechanics - friskers96 - 03-11-2013 08:29 AM

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