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Guns effects and costs.

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Lipe82

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« on: <08-06-24/2015:34> »
A while ago, to counter the fact that some firearms in SRA feel too similar or bland, I made a post proposing some ideas of "guns special effects". Stuff like Heavy Pistols causing knock back, SMG bursts and the like.

In general, my group found it a welcome change (a Good Thing). However, some effects required extra rolls or bookkeeping, which is counterintuitive to Anarchy design.

So I had this idea: cost. Spend a Plot Point or Edge to activate the effect.
Maybe it's too good, since its a sure fire effect?
Maybe this would make Edge more important, or Plot Points more valuable?

I'd love to hear what my fellow SRA survivors think about this idea.

Tecumseh

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« Reply #1 on: <08-21-24/1403:50> »
Late to the party here but I like the idea. I would personally use this with Plot Points.

Things like knockback and knockdown are largely narrative effects. Since there are no mechanics it, and not much action economy around movement, that helps prevent them from becoming overpowered. So I think this simultaneously makes Plot Points more valuable while not making them too important.

My general experience is that players hoard Plot Points since they are a limited resource, so I'm constantly trying find ways to incentivize their use. For example, I made it so that a Plot Point can give Armor Avoidance (AA) to any attack. (The motivation was to get the grunts to go down faster without having to chew up all of their armor first.) I think "gun special effects" would parallel that nicely.