Just to clarify, I'm using a point-buy based system where you receive and assign development points to your stats on every increase of experience level. It is NOT a use-based system.
But lately, I've been thinking of adding a layer of use-based system on top of my character system, and here's how it works.
A character is using a 10mm pistol, and kills thousands of rats with it. When the character has done a total of 1000 HP damage on that pistol, he gains a familiarity level on that gun, which provides a +1 bonus to his combat rolls. He does another cumulative 1000 HP worth of damage with that gun and end up with another +1 bonus to his combat rolls.
Then he finds a 5.56mm assault rifle, and equips it. Even though the assault rifle and the pistol shares the same weapon skill (small guns), he loses that +2 combat roll bonus because he is unfamiliar with the assault rifle, and have to repeat that process all over again.
Thus, you create a dilemma when switching equipments. Does changing to that bigger and obviously badder gun make combat easier? Is the sacrifice on my familiarity with my old weapon worth it?
I'm even thinking of giving special moves for high familiarity levels on unique firearms like speed reload, zero jamming chances, double taps, rapid target acquisition and so forth.
Same thing with melee weapons, doctor kits, repair kits and so on.
Given that familiarity levels only work with non-perishable equipment, what do you guys think?
Good idea? Unnecessary layer of complexity? Or?
But lately, I've been thinking of adding a layer of use-based system on top of my character system, and here's how it works.
A character is using a 10mm pistol, and kills thousands of rats with it. When the character has done a total of 1000 HP damage on that pistol, he gains a familiarity level on that gun, which provides a +1 bonus to his combat rolls. He does another cumulative 1000 HP worth of damage with that gun and end up with another +1 bonus to his combat rolls.
Then he finds a 5.56mm assault rifle, and equips it. Even though the assault rifle and the pistol shares the same weapon skill (small guns), he loses that +2 combat roll bonus because he is unfamiliar with the assault rifle, and have to repeat that process all over again.
Thus, you create a dilemma when switching equipments. Does changing to that bigger and obviously badder gun make combat easier? Is the sacrifice on my familiarity with my old weapon worth it?
I'm even thinking of giving special moves for high familiarity levels on unique firearms like speed reload, zero jamming chances, double taps, rapid target acquisition and so forth.
Same thing with melee weapons, doctor kits, repair kits and so on.
Given that familiarity levels only work with non-perishable equipment, what do you guys think?
Good idea? Unnecessary layer of complexity? Or?