Hi,
Some time ago I was thinking of running a Judge Dredd-ish campaign - ala teh gritty cyberpunk style of the 2012 movie.
I was then thinking about lawgiver and simialr weapons - on the one hand they are clearly equipment but in the film you could see how well these were restricted to judge use only - so instead of statting up a new weapon it's mul.tiple modes of fire and ammoniton it might be a innate attack (series of innate attacks with alternate abilities) with gadged limitations.
Though one thing which comes up in movie and many other media that does not come up with bog-standard IA is the ammo managment (in media it tends to run out as cinematically appropriate) - and if running a gritty game it seems somewhat appropriate to force pc-s to worry about a resource management on their high tech hand-cannons.
So how would you model the need for an IA to have ammo - maybe some preparation required and limited use (you can use it limited times per clip before you prepare another clip into it - though it seems the cost should be smaller if you can use larger clips and also smaller if you can use multi purpose clips (one clip loaded with several kind of ammo - the high tech gun cycles the suitable ammo into chamber as needed by voice command or some other controls))
Some time ago I was thinking of running a Judge Dredd-ish campaign - ala teh gritty cyberpunk style of the 2012 movie.
I was then thinking about lawgiver and simialr weapons - on the one hand they are clearly equipment but in the film you could see how well these were restricted to judge use only - so instead of statting up a new weapon it's mul.tiple modes of fire and ammoniton it might be a innate attack (series of innate attacks with alternate abilities) with gadged limitations.
Though one thing which comes up in movie and many other media that does not come up with bog-standard IA is the ammo managment (in media it tends to run out as cinematically appropriate) - and if running a gritty game it seems somewhat appropriate to force pc-s to worry about a resource management on their high tech hand-cannons.
So how would you model the need for an IA to have ammo - maybe some preparation required and limited use (you can use it limited times per clip before you prepare another clip into it - though it seems the cost should be smaller if you can use larger clips and also smaller if you can use multi purpose clips (one clip loaded with several kind of ammo - the high tech gun cycles the suitable ammo into chamber as needed by voice command or some other controls))
Innate attack requires ammo limitation?
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