Tuesday, 1 September 2015

Feng Shui 2 part 2--Fast and Fumbly game play

Just got into Guns, guns and more guns about half way through the book.  And suddenly everything kind of fell apart.   Feng Shui will need a GM screen to play for sure.   Suddenly we have reload rolls and gun malfunctions, difference between simply dropping a gun and dropping and drawing a gun, all with differing rolls and/or shot costs.  While I expect and like this in more strategic or simulation games like d20 or champions, the advert for fast and furious game play for Feng Shui seems a bit off. 

The gun schticks, "Bag Full of Guns", kind of made my Gunboy from our own system DRev seem a bit light on the number of weapons he's carrying.  Certainly, having this set of schticks on a separate index card rather than on your character sheet would be a good idea. 

Needing to flip through the book for reload rates of guns listed on the archetype is also bit annoying, especially with the lack of space on the character sheet for it. 

Fortune stat is used as a roll (malfunction) instead of for spending points to avoid it....which was bit weird. 

What I was kind of expecting was more like a general  this type of thing costs 1 shot (really quick), 3 shots (average), 6 shots (long), 9 shots (really long) examples.   So color me a bit surprised. 

After few practice rolls, I starting to have to write down some quick highlight rules for what is sure to turn into a personal GM screen, so I wouldn't have to keep flipping through the book for stuff. 

So here's some house rules I already have tried, sorry Mr. Laws, its my thing.

Option 1:  If the GM doesn't feel like looking up a reload speed for a weapon that player may have forgotten to record, roll 1d6+3 for the number of shots it will take to reload.  Spend a fortune point to ignore the need for reload check.  The character may chose to holster the weapon and pick a new attack option or weapon they have for 3 shot cost instead of reloading.

Option 2:  Reload checks are made at the start of the second sequence, if failed the character has an option to either a) switch to another type of attack for 3 shot cost,  or manual reload the gun which takes 1d6+3 shots to do.  You cannot reload this gun during this sequence again, though may attempt at the start of the next sequence. Spend a fortune point to ignore the need for reload check.

Option 3:  Malfunction, on snake eyes (both swerve dice come up 1) or the second boxcars (double 6's) roll  (roll a boxcars on a boxcars reroll) on attack roll with the weapon, it malfunctions.  Make an immediate reload check.  If successful you may continue to fight with it, but it costs you 1 shot.  If the roll fails it will take 1d6+3 shots to fix it.  Otherwise this works like the reload option above.  Spend a fortune to negate a malfunctioning/jammed up weapon. 

Automatic Fire:  Since you need to look this up, assume everything is autofire, including bows!  Otherwise make sure players keep track of how much damage they caused, which effects their reload.   Optionally, instead of effecting the reload of the weapon, each point of extra damage gained from auto fire, costs 1 additional shot of action time (in addition to the 3 base). 







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