I’d like to expand on the original thread made by @Donkey_horse, but focusing on gun durability. This is due to some users in that thread saying how guns would need to have a similar system to the knives.
The only thing that users will have to pay for repairing weapons is a few minutes of their time, no CR involved.
Initial purpose off the top of my head is to make users more mindful of their ammo usage, as well as adding variety to try new weapons instead of maining one gun.
My rough idea on gun durability in PF:
- Each class’s exclusive weapons has a set amount of “durability points” allocated to it.
The amount of durability points allocated will be determined by a number of factors. A few examples would be the class exclusive weapons listed, the RoF, trigger mechanism, etc.
Example: In the “Assault” class, all of the “Assault Rifles” would have 100 durability points.
Each durability point is equal to 20 rounds shot from the weapon.
- Degradation of durability points will affect the accuracy of the weapon.
The degradation of accuracy is continuous, meaning that if you shoot for a total of < 1 durability point, you still suffer a loss in accuracy of the weapon.
Using all the durability points on a weapon will render it “broken”, requiring the player to switch to another weapon while the broken weapon repairs itself. Broken weapons will fully repair after the match ends.
The total amount of bullets that can be fired from a weapon before completely breaking is:
Total number of durability points x 20
For calculating the drop in accuracy (percentile value) for each round expended:
Accuracy stat in % value / Total amount of durability points
(Post needs more thought. Will place more detail soon)