Quote:
Originally Posted by Adm.Lee
Not mine, but from the "Twilight:2000 solo" blog https://twilight2000solo.blogspot.co...ding-home.html
" House Rule - Successes and ammo usage: When you roll more than one success in ranged combat, each additional success after the first can be used to reduce the amount of ammunition expended. For each success sacrificed, the amount expended can be reduced by half (round down, minimum of 1). Successes used in this manner cannot be used to cause critical hits. All successes may be used, regardless of source (Ability, Skill or Ammo die)."
As yet, I have not played the v4 rules yet, only read them lightly and much commentary here and on FB. I am aware that ammo usage is a point of contention. It seems to me that the designers' intent is that "you keep pulling the trigger until the target falls down or is lost somehow", which rubs a lot of players the wrong way. Some part of that resistance is a loss of player agency, as it strips away the player's control over how many shots to fire.
The above sounds like a compromise-- character skill and luck contribute to keeping down ammo usage. It does seem heavily reliant on luck, though.
Thoughts?
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Seems rather gamist. One can have trigger discipline and still miss. The decision to pull the trigger x number of times to send y number of rounds downrange has nothing to do with luck. Whether firing one bullet from a revolver, a burst from an M4, or holding the trigger on an M2HB for 3 seconds - they're all conscious decisions whose end results don't change the amount of ammo expended - only whether or not they're hits or misses.