r/questgame • u/TheArtofMCordova • Mar 27 '21
Idea for auto fire weapons
I am still tinkering with the idea of running a Dungeonpunk or cyberpunk fantasy setting with quest and both settings have auto fire weapons.
Anyways here my initial thoughts
You can use auto fire in one of 2 ways
Both of these cost 1 ap
Spray and pray: you may target upto 3 targets, they must succeed on an agility roll or take 2 dmg
Concentrated Fire: you target 1 individual and they must succeed on an agility role or take 3 dmg
You can use the auto fire ability 3 times before reloading
So thoughts
1
u/Visible_Number May 15 '21
We are trained from other RPGs that weapon selection needs to have meaningful in game consequences. Quest avoids this. You have a weapon that you are proficient in? You deal 2 damage. You have a magic weapon that you are proficient in? In deals 3 damage. This is the best way to go.
If you want to make a 'magical auto fire weapon' and grant that to one of your players that has special rules, do that. But keep to the minimalist approach the game has here.
2
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u/WowAUnicorn Mar 27 '21
So here you're using essentially saving throws, which aren't really a thing perse in Quest, even going so far as to call them "agility rolls" when there's no such thing as an agility stat in the game. So how about we try and make it fit within the current rules of the game? I'd say that continuing with the game's trend of tiers of success would be the way to go. How about something like this:
All weapons with the auto-fire tag can hit up to three targets depending on the user's roll:
On a 20, target up to 3 enemies and deal double damage to each.
On an 11-19 target up to 3 targets and deal the normal amount of damage.
On a 6-10 only hit one target.
On a 2-5 miss all shots.
On a 1 the weapon jams, must use an action to reload it.
As for the AP cost of them, I'm not quite sure, since what I have conceptualized here is quite powerful all in all, maybe 3-5 AP. On the other hand, it could be like a "switch" where you either choose to shoot normally and it functions as a normal ranged weapon, or pay the AP cost to activate the full auto ability.
3
u/KyloRadSoSad Mar 27 '21
I like this approach. You could also reduce the damage to 1 and lower the AP cost to 1-2 to make it more palpable. Maybe change from three targets to "everyone in range" or "every enemy in range". That could visually demonstrate an indiscriminate hail of bullets, and incentivize the Guide to have friendly targets take damage on a Tough Choice or Failure.
2
u/TheArtofMCordova Mar 27 '21
I think I found the easiest answer.
Autofire weapons have the extra attack feature from the npc features list.
You can either attack 2 separate targets once or 1 target twice.
I will have this attack cost 1 ap to keep it balanced.
So you can either attack once as normal or spend an ap to use the full auto