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Post by Deleted on Aug 1, 2012 17:49:45 GMT -5
george, you obviously have more knowledge and experience with firearms and ordinance that i. my suggested weapon table isn't so much about realism or rationale but more about relativism. things i asked myself when coming up with that table: when is a pistol more useful than a rifle? why might someone choose to use a rifle over a musket or a musket over a rifle? why might someone use a pistol instead of a shotgun or a shotgun over a pistol? how to make each weapon different from the other weapons in a way that makes each weapon valuable? with the current ranges, damages, and hefts, i don't see why anyone would not choose to wield a shotgun, leaving pistol, rifle, and musket unused and sitting on a store shelf in the game world. i also try to find 'rationale' whenever i come up with this stuff. i also try to find the simplest way to accomplish all of these things. it may not seem like it, but i actually do put a lot of thought into the ideas that i post. unfortunately, not so much thought goes into how i say it. i do realize LUW is still new and being fleshed out. i'm just trying to help with the fleshing out. i do apologize for shooting off at the mouth about shotgun vs. dynamite if that offended you. my DIPLOMACY or CHARISMA skill is -3 within my 'internal debate' while forging the table i posted, i did eventually concede that shotgun could potentially do more damage than dynamite (as evidenced in the table i posted).
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Post by Deleted on Aug 1, 2012 18:31:31 GMT -5
i should probably shutup but it just occurred to me there is a way to make each firearm different that i didn't consider before...reload time/turns
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Post by Deleted on Sept 3, 2012 19:26:40 GMT -5
so...is the weapon table going to be revised? i understand that a shotgun is more destructive to human flesh than other guns but it still seems like it should do less damage than dynamite. also, i still see no reason why someone would use a musket over a rifle or a rifle over a shotgun. yes, there is a very slight difference in heft but that doesn't seem significant enough.
i'm actually comfortable with the shotgun and dynamite damages given that dynamite affects a large area and will always do at least 4 points of damage while the shotgun only affects one target/space and will always do at least 3 points of damage. it just _really_ seems like musket should take a turn to reload. perhaps a +1 to +3 damage adjustment would be justifiable as well in order to counter-balance the penalty of a reload turn. after that, i think the weapon table would be sheer perfection in terms of relative representation and playable simplicity.
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Post by Deleted on Sept 26, 2012 8:46:58 GMT -5
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Post by sendrid3 on Jun 25, 2014 11:57:22 GMT -5
i should probably shutup but it just occurred to me there is a way to make each firearm different that i didn't consider before...reload time/turns The 1800's is such a radical time for weapon's development that there are dozens of ways of differentiating between guns. The era started with flintlock muskets like the Brown Bess and ended with the first light machine-guns. Reload time is a classic. Does the character have a cap and ball revolver or a cartridge revolver? It's the difference between 6 shots and 5 minutes to reload or 6 shots and 30 seconds to reload. It complicates the game but can make it more interesting as well. Pete
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Post by ednote on Jun 25, 2014 16:31:46 GMT -5
Sendrid3,
As any good fan of Clint Eastwood westerns knows, many cap and ball revolvers have the option of removing the cylinder from the pistol and replacing it with a loaded cylinder. Multiple loaded cylinders could be carried. Not all cap and ball revolvers have this option. Those which do tend to have weaker actions.
BTW. a re-enactor friend of mine tells me that a cap and ball revolver loaded with no bullet but a cylinder full of black powder, capped with wax, makes a dandy "flamethrower" reaching out as much as 20-30 feet. The powder in the front of the cylinder is expelled unburnt but much of it lights when the fire catches up with it. After the fire there is a very impressive and obscuring cloud of smoke. The effects of a double-barreled, sawed-off shotgun so loaded boggles the mind.
Regards, Ed
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Post by sendrid3 on Jun 25, 2014 21:02:13 GMT -5
Ednote,
That's true, I had forgotten that some revolvers had/have cylinders that could be swapped out. For me it's hard to find the right balance. I want to keep games quit and simple but the "rivet" counter in me wants every little guy on the board to have a weapon that fits his quirks and personality.
Black powder battles are different from modern gunfights. The extra smoke can be an interesting battlefield effect but again would complicate games.
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Post by ednote on Jun 26, 2014 0:09:15 GMT -5
If you are running games as ref for other players, you can put in all of the quirks you want. That is the advantage of games with an organizer/ref over programmed adventures. But programmed adventures allow for solo play. Regards, Ed
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Post by sendrid3 on Jun 26, 2014 11:44:30 GMT -5
That is the joy of table top games over computer games. Striking the right balance as a game master can be tricky but again when you find the balance it's very cool.
Pete
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