GuernseyMan
Mongoose
I hate tracking ammunition. My players hate tracking ammunition. Some of my players are more conscientious that others about tracking their ammunition but they still don't like it.
I really like the Ammunition Expenditure option on page 46-47 of the Compendium. Each weapon has an ammo threshold based on firing mode and clip capacity. Given the granularity of a D6 there's always a 1 in 6 chance of running out of ammo with a full clip which is a problem; characters seem to run out a lot more often than you'd expect.
I've tweaked it a bit. Now each clip is either "mostly full", "about half" or empty. A failed roll on the ammo dice now reduces the clip from "mostly full" to "about half". A subsequent failure means the clip is out. It also gives a bit of tactical depth to the system. Ammo is still tracked but only the general level of a clip is important.
We'll be trying it out this week.
I really like the Ammunition Expenditure option on page 46-47 of the Compendium. Each weapon has an ammo threshold based on firing mode and clip capacity. Given the granularity of a D6 there's always a 1 in 6 chance of running out of ammo with a full clip which is a problem; characters seem to run out a lot more often than you'd expect.
I've tweaked it a bit. Now each clip is either "mostly full", "about half" or empty. A failed roll on the ammo dice now reduces the clip from "mostly full" to "about half". A subsequent failure means the clip is out. It also gives a bit of tactical depth to the system. Ammo is still tracked but only the general level of a clip is important.
We'll be trying it out this week.