Anima_ wrote:Discussed it with Jack.
We'll be going with a resetting magazine approach.
So the ammunition type is specific to the magazine and the magazine is refilled after a fight.
Weapons retain their individual capacities. They are simply filled from the magazine at the start of a fight and with a reload action.
It's possible to run out of ammunition inside a fight now, though it's now impossible to run out of it outside of fights.
Cool. I think that ends up providing a bit more design space, as well as semi-common rewards that would work well as loot from optional encounters/quests; until you're full up on them, the magazines should always be pretty valuable without hugely increasing the overall party's strength.
That does beg the question, though - what happens if you run out ammo? Or will it only cover special ammo? Special ammo only seems safer, or perhaps an extra-long action to dig ammo out of your backpack instead of somewhere convenient? The main issue I would see regarding covering regular ammo is that the opportunity cost of bringing items becomes pretty high if regular ammo took item slots too (OTOH, in principle item usage should replace shooting and thus ammo, mitigating the impact somewhat, at least for items that aren't heavily specialized).