From: | mike.paff@*****.COM |
---|---|
Subject: | Re: The Wild Die and Ammo (Was Re: the uac dilemma) |
Date: | Mon, 21 Jul 1997 15:20:45 -0700 |
>
> If you've ever played the Star Wars RPG, there is a concept in that game
> called the WIld Die.
>
> The effects are varied in SW, depending on the GM, but basically rolling a
> 1 is BAD, and rolling 6 is GOOD.
>
> Now, I've been thinking of instituting something similar for SR, though I'm
> not sure exactly what a 6 result could be since there already are open
> ended sixes... Howeverm a 1 could definately mean something like out of
> ammo, or a gun jam...;]
>
Unless your players don't take care of their guns, or they are full-auto freaks,
I think this would cause your BAD result to happen much to often. Statistically,
every sixth time someone fires a gun, it will jam, run out of ammo, etc., which
I think might be a little too often to be believable.
Perhaps if a one comes up, reroll the Wild Die, and depending on the situation
and the number rolled, you get varied results.
For example:
For a standard heavy pistol with a reasonable sized clip:
1 = Jam
2 = Out of ammo
3-6 = no effect
For a revolver or magazine fed weapon:
1 = Jam
2-5(or 6) = Out of ammo
For an LMG on full auto:
1 = Jam/smoking barrel/ammo spontaneously cooks off
2-5 Out of ammo
If the gun has been poorly maintained, or the ammo is of questionable quality,
increase the chance of a jam/misfire.
Mike Paff