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Old 11-25-2020, 07:08 PM   #31
Helborn
 
Join Date: Aug 2005
Default Re: Not quite getting the arquebus

Also, per ITL 125 "There is always the chance that a given charge of gunpowder will be bad. Before firing any gunpowder weapon, roll 1 die. On a roll of 6 the gun does not fire. (If you bought very cheap gunpowder, the GM may make it a roll of 4, 5, or 6!)
On a roll of 18, a gunpowder weapon explodes. The explosion does damage like a grenade (see below), except that there is no significant concussion effect.
A grenade does 2 dice damage to every figure in the megahex where it explodes, and 1 die damage to every figure in an adjacent megahex.
Note that it still costs $100 for a bad charge.
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Old 11-25-2020, 07:10 PM   #32
Helborn
 
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Default Re: Not quite getting the arquebus

I have never had any player use any gunpowder weapon. It has always been an Opponent weapon.
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Old 11-25-2020, 08:42 PM   #33
larsdangly
 
Join Date: Dec 2017
Default Re: Not quite getting the arquebus

Really? There are guns all over the place in my campaign!
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Old 11-26-2020, 09:13 AM   #34
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Not quite getting the arquebus

Quote:
Originally Posted by larsdangly View Post
Really? There are guns all over the place in my campaign!
And everybody else knows the Fire spell?
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Old 11-26-2020, 11:56 AM   #35
larsdangly
 
Join Date: Dec 2017
Default Re: Not quite getting the arquebus

A couple of sessions ago one of the PC's, a wizard, used the fire spell on a small group of foes who were about to unload on the party with a blunderbuss volley!
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Old 11-27-2020, 11:27 PM   #36
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: Not quite getting the arquebus

I like the Arquebus requiring 4 turns to set up after a move. It is insanely damaging for a ST 8 weapon (or less ST as no ST required). With this much upside, creating a roll playing or tactical puzzle for the players to solve in order to employ this weapon is just fun.

"Let's set up the arquebus here. Now we send in Tommy since he's the fastest runner. Tommy you get the monsters attention and come running this way."
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Old 11-28-2020, 07:38 AM   #37
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Not quite getting the arquebus

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Originally Posted by Axly Suregrip View Post
I like the Arquebus requiring 4 turns to set up after a move. It is insanely damaging for a ST 8 weapon (or less ST as no ST required). With this much upside, creating a roll playing or tactical puzzle for the players to solve in order to employ this weapon is just fun.

"Let's set up the arquebus here. Now we send in Tommy since he's the fastest runner. Tommy you get the monsters attention and come running this way."
I've already suggested two turns to set up an arquebus in hand rather than four. Four seems a bit much and also raises the question: how much time to move arquebus and stand from belt to hand? (My answer: two.)

I agree that the puzzle-solving aspect matters. Hard choices are fun. I might add one turn to grab the stand prior to a move or it gets left behind. Stands are easy to replace between adventures, but not during. In terms of realism, five seconds just to grab the stand seems a bit much, however. If the arquebus is prepared to shoot, one's left hand is already close to the stand.

I understand Lars's reasoning that the arquebus already has significant drawbacks, but the notion that you could move arquebus and stand to a readied position and fire all in one turn just doesn't sit well with me. It turns the arquebus into a weapon suitable for reaction to ambush (so long as the weapon is carried in hands).
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Old 11-28-2020, 09:51 AM   #38
larsdangly
 
Join Date: Dec 2017
Default Re: Not quite getting the arquebus

The facts that it delivers one of the highest damage single attacks in the game (at range!) AND has no ST requirement (or cost) are pretty extreme. It is not easy to decide on a number of turns you should penalize for movement just from game balance concerns, because the needs and costs of movement in combat are so situational. But clearly it has to be at least 1, just to get the offensive output per turn onto the same scale as other similar weapons. So I guess the next question is how much fussiness you are willing to accept in your house rules. Personally, I have very little tolerance for fussy house rules, so having accepted that some kind of 'ready-after-move' rule is appropriate I'm happy to just follow the seemingly implicit assumption we are all making that moving unreadies your arquebus.
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