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  #121  
Old 01-11-2021, 09:15 PM
swaghauler swaghauler is offline
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Originally Posted by Adm.Lee View Post
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?
I'd play it where you record and track each round you fire. The AMMO DIE is obviously taking care of burst fire but for a semi-automatic or pump/lever gun, I might allow the character to "push" any failed ammo dice for rolling a success. Each "pushed" die would then roll for additional rounds of ammo expended and I would reduce THOSE ROUNDS ROLLED by the number of successes.
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  #122  
Old 01-11-2021, 09:52 PM
swaghauler swaghauler is offline
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Originally Posted by StainlessSteelCynic View Post
It seems to me that looking for supplies in the Free League reboot seems a bit too difficult.
If I understand it correctly, each hex is 10 kilometres but only one person can forage or hunt or scrounge or fish in a hex at a time.
The implication is that if others want to do so at the same time, then they need to wander off to another hex so that the characters end up about 10 klicks apart from each other - a profoundly stupid idea when you have hostile forces potentially in the vicinity.

Upon a success, you find one ration of food and I think you can only score up to two success. Living off the land seems to be so damned difficult I can't imagine anyone with real experience of being in the wilderness would find this game satisfying or enjoyable

I didn't really like the Year Zero rules to begin with and if anything, the rules they are hashing together for their reboot of T2k reinforces my bias against Year Zero rules.
This sounds like a direct lift from MUTANT:YEAR ZERO. The nearly universal houserule is to reset the hex size from 10Km to 1Km and drop the success limits. I still have issues with MUTANT... BUT I haven't played it yet. Still, it's close enough to SHADOWRUN that it all looks familiar to me (as a dice pool system).
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