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Re: [HoE] weapon durability
(blaM)
>...i was informed by a certain posse member that
>guns would not be damaged. when i showed him the durability rating for the
>122mm gun(80/8) he said hell on earth was hard enough to play without guns
>getting broken. Am I being to harsh, I Dont think I am.
Without going into the mechanics, I would ask the player "What? Did you
think the Apocolypse would be EASY?"
My favorite GM quote when I was running Werewolf when asked if a halved
roll was rounded up or down, was "It's a dark world.... round down."
Think about the situation... figure out just how much damage was applied to
the area where the guns were stored, and come up with some die rolls. ie
for each weapons roll a d20:
Light damage to section of car where the guns were kept
1: Weapon totaled.
2-4: Weapon heavily damaged, non useable until repaired. (TN 9 and some
parts)
5-8: Weapon lightly damaged, -2 to to hit TNs. 9-20: No prob. (TN 5 to
repair)
Heavy damage to vehicle in area:
1-3: Totaled
4-8: Heavily damaged.
9-14: Light damage.
Wrecked:
1-5: Totaled
6-11: Heavy damage.
12-18: Light damage.
Area Fubared/ Looking like Cthulhu's accordion:
1-8: Totaled
9-15: Heavy damage
16-19: Light damage.
Now - that was off the top of my head. I'd probably tweak the numbers
before making them officially part of my game.
But during a game, I would just figure out - okay - heavy damage to where
the guns were. Roll dice, on a 1-x they are trashed, etc. etc.
Letting the dice solve arguements is a great way to get the game back on
track. You just have to be fair with the odds. (But don't forget the
house percentage. <snicker>)
-------------------
Allan Seyberth
darious@darious.com
Why did the chicken cross the road?
Freud:
The fact that you are all concerned that the chicken crossed the
road reveals your underlying sexual insecurity.