Every time they pick up a weapon, they roll a D20:
1-2: -3
3-4: -2
5-6: -1
7-17: Stats as listed
18: +1
19: +2
20: +3
There's a 55% chance any weapon (knife, machine gun, grenade) will be average. 30% of the time it will be worse than listed, and the remaining 15% of weapons are better than average. Sunburn is a tough game, for serious people with lots of stubble. Also, the players are going to pick up a LOT of guns during the game, so I'm stacking the odds against them. I have no doubt a determined group could get everything in +3s, but it would take a while. It won't affect gameplay a terrible amount, but it still makes gun-collecting a fun activity.
I wanted to do something similar with dehydration. I'm sticking with rule of 3 on this one:
- Healthy (day 0)
- Parched (day 1, DC 0)
- Heat exhaustion (day 2, DC 4)
- Heat stroke (day 3, DC 8)
- Death (day 4)
This mechanic regulates fluid levels, and is a backup in case water begins to run short. The tougher players can start to skip every other day, and be fine on 1 canteen per every 2 days. If it gets really hardcore, they can skip to one every 3 days, but that gets risky.
In a narrative sense, this is sacrifice. I have no doubt some characters will be more susceptible to thirst than others, and it becomes a choice for the "strong" (in this case): give them water and starve out yourself, or keep your hide in 100% condition for the up-and-coming fight. Of course, I have serious doubts my group are going to hold water from each other. But you never know...
Enjoy, ponder these thoughts, and come up with a great narrative mechanic for your game.
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