On a 20 on a to-hit roll, I roll for a stoppage check. Right now, I keep it simple. I roll a two-sided die. On a one the weapon continues to function. On a two, there's a jam (double feed, FTF, or something to that effect) and the player has to spend at least one turn clearing the jam. If I had the time, I might adjust these procedures to reflect weapon wear, increasing the odds of a jam and time to clear it for a weapon with greater wear value. ATM, I just don't have the time to keep track of weapon wear. Keeping track of battery charge/life for my players' electronics is a real time suck and I'm not inclined to do both.
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