FMA Skirmish questions (ammo)

2 posts ยท Jul 16 1999 to Jul 16 1999

From: Kevin Balentine <kevinbalentine@m...>

Date: Fri, 16 Jul 1999 15:49:15 -0400 (EDT)

Subject: Re: FMA Skirmish questions (ammo)

In SG2, I've always considered the question of ammo usage, reloads and jams as
part of the overall firing action.

Sometimes a no effect outcome of the dice means the shooter was forced to
reload or clear the chamber, not necessarily that the shot missed its mark.

I understand that fits in better with SG2s somewhat abstract firing mechanics,
but I think it would work for skirmish too, unless you just want more detail.

From: Ground Zero Games <jon@g...>

Date: Fri, 16 Jul 1999 21:13:56 +0100

Subject: Re: FMA Skirmish questions (ammo)

> In SG2, I've always considered the question of ammo

Agreed that this fits SGII's level of abstraction, but I think a
man-to-man
ssyetm like FMA can stand a little more detail, IF it can be seamlessly
integrated into the basic mechanisms; I think that what we've pretty much
arrived at through the recent discussions is the way to go, as it gives a rule
that can easily be left out if players prefer not to bother with it.