Has anyone done a system like the OG D&D's Weapon Choices, but with skills in a modern/gun-including game? One where like, a Handgun may have the stats:
> Damage: +4, Range; 10/20/30, Reload: 2
and then as you leveled up you get better at it so it becomes
> Damage: +4, Range; 10/20/40, Reload: 2
> Damage: +4, Range; 10/20/40, Reload: 1
> Damage: +5, Range; 10/20/40, Reload: 2
> a 1911 or an old Colt .45
I think you missed a semicolon in there somewhere, but it is indeed a great gun.
Yeah, pretty sure those are the same thing. Or, at least that the 1911 is the classic Colt most think of.
I assume they mean one of these Colt .45s.
dude, we found an old rusty thompson in my aunt's closet after he had to have her moved to a home. The barrel was sawed off and the thing was just strait metal; no wood/plastic/etc. Apparently it was my uncle's, and she kept it after he died for home-defense.
Universe with modern technology
>guns work similarly to a ranged weapon in any other game, because enemies are probably wearing appropriate body armor and so forth
>only special traits are that some guns are souped up for more range (scoped rifles) some for easier reload (magazined weapons) etc
>risk of jamming and high ammo cost only real drawbacks
>buying/firing a gun comes with a lot of plot complications because they're a very loud and probably controlled device like in our world
Universe with antique technology
>guns are basically expensive and high level superweapons
>do massive damage but take forever to reload (think pirate settings where you fire both your flintlock pistols and then draw a sword so you don't get killed while packing a new round)
>less reliable at long range than a skillfully fired bow
Universe with mixed technology and magic (pic related)
>specialty weapons that some enemies will be extremely vulnerable to and others completely immune to (again see pic related)
>you can put enchantments on guns/ammo just like any other weapon but it's difficult because they're such complex devices
>very vulnerable to spells that disable tech with moving parts (like lockpicking spells, etc)
I think they're most fun in the second scenario, and I love playing games in settings where guns exist but are extremely hard to come by. Giving them battle-changing damage/rate of fire but huge drawbacks like weight and cost makes for some interesting combat scenarios a la that Tom Cruise samurai movie.
I asked a very specific question, not "how do you think games should do guns." In addition, many of your points are moot, and/or operate on extremely inaccurate assumptions.