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 is handling 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 for a usable "Automatic-Weapon-System" are:
- It must be easy to execute, which means it should take as few dice rolls as possible with few-to-no calculations. We don't want the game 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 drawback.
- It must work for both single and multiple targets (I'll come back to that later)
- It should be random. This point contradicts with my first point, but a few players - and I myself - would like to have 'spraying' be as unpredictable as possible. The hard part is make something hard to predict, but easy to calculate.
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 Player 1 is on square 4 and Player 2 is on Square 7, it's Player 1's 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 your 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.
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 and hold for as long 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, that might supply what we need.