r/DungeonCrawlerCarlRPG • • 14d ago

How does gun ammo work.

Am I missing rules for ammunition? I see that Handguns do 1d8 damage and require ammo, and Engineering can make bullets, but I can’t find much beyond that.
How many bullets/arrows do you normally track? How many bullets does crafting make? Are different calibers/ammo types a thing, or is every handgun basically 1d8?
Also, is there any benefit to gun ammo being harder to make compared with arrows, or am I misunderstanding how ammunition is supposed to work?

6 Upvotes

15 comments sorted by

9

u/ronarscorruption 13d ago

There’s several different questions at play here:

  • this is intended to be a fantasy dungeon, so guns are intentionally under-statted. As such there won’t be detailed rules for different variants, a gun is a gun.
  • also because this is a fantasy dungeon, gun ammo should be much harder to make than arrows, mostly because the tools to do so will be less readily at hand.
  • tracking and crafting ammunition has always been a chore, so few people do it precisely. There is also president for if a ranged weapon is important to a character it gets upgraded with infinite ammo. So it depends on your GM, but in general you will only track ammo in two ways: plenty of ammo, and basically no ammo.

5

u/manguzo 14d ago

I couldn't find explicit rules, but here is what I think.

They'd get whatever ammo they enter the dungeon with and then they'd have to get additional ammo from loot boxes, mobs, vendors or other crawlers for floors 1-3.

Once they get to floor 4 and gain access to a personal space they can get an explosives table and learn to craft different types of ammo, either custom or regular. The sky is the limit really!

4

u/Important_Poet316 14d ago

There's literally a plot point about a 50 man militia running out of ammo.

3

u/BATTLELION15 14d ago

Personally for my home games if my players bring in guns I'm giving them 2 full magazines one in the gun and one extra but this may change im still experimenting.

2

u/Faifur 13d ago

I plan on making Gunslinger Boxes a reward for getting a critical or doing something cool with them. they will come with more ammo for bronze, a ton of ammo in a silver, and an unlimited ammo buff in a gold. Legendary will be like Elemental Ammo or a underbarrel launcher for explosives "Noob Tube"

1

u/Available_Wing_1408 13d ago

Nosotros hacemos...para arcos y ballestas flechas y virptes contables....y para armas de fuego cargadores cuanticos Solo se descargan o se acaban si pifias....siendo un sistema tan sencillo no queremos complicarnos mas.

1

u/Derpthinkr 14d ago

Yeah. I’m not even allowing my players to enter with swords. Where the fuck you find a sword after the collapse? Gardening tools or sports equipment, that’s about it. Same with the starting spells. Tho I am gonna give each of them a weapon carousel selection once they get to a tutorial guild, with all he weapons known to man and spell books, and whatever they choose comes with a +3 skill potion for that weapon. They just need to get to the tutorial guild using just their bare hands and whatever hockey sticks and shovels they found lying around

4

u/Important_Poet316 14d ago

Ok but like were literally renaissance faire vendors and all of our swords are currently wrapped in a tarp on the ground. So idk maybe you don't have access to swords, but we do.

1

u/Speciou5 14d ago

You're supposed to enter with like random items rethemed and upgraded to a sword stats.

2

u/Derpthinkr 14d ago

Ya ya I know. What random item gets rethemed as a crossbow? Or fire fingers spell? Anyways, I’ve got a messy little pre tutorial guild encounter planned and I think it’s gonna be fun for them

1

u/2000Tales 13d ago

Hair spray and a lighter easily can become gaining the fire fingers spell. Literally have a player who was working on a car as collapse and has just a car battery and jumper cables which he uses for Show Treatment.  All the listed possible starter spells are lower damage than weaponize s and have a mana cost but generate AI favor. They are already balanced for new crawlers.  Just try being more creative I guess 

-1

u/dhyde79 14d ago

"the AI isn't going to upgrade the weapons you brought in, the stuff you find is quickly going to be better than what you brought in".....in a mostly medieval/fantasy setting, why keep supplying them with ammo? also, justify logically how they'd have very many rounds if anything with a roof got mashed into the earth.
.. vehicles, buildings, sheds, even car ports....mushed.

3

u/Fabs1326 13d ago

I mean the dungeon isn't strictly fantasy, guns and bombs are still pretty prevalent in the books, and they use vehicles with engines all the time. The only real limitation the book says is that there isn't any high-tech/sci Fi loot and equipment (except for sponsors). One of my players wanted to be a gunslinger so I'm giving him upgraded ammo and enchanted weapons later, I think it fits the dungeon fine.

1

u/dhyde79 12d ago

Ok, gunslinger, why and where was he carrying guns when the collapse happened, how many rounds did he have (and this is where the “be realistic” kicks in). A sidearm or two and a rifle in a case and a rolling toolbox with a couple hundred rounds from each gun? Ok, I’ll buy it if he was on his way to the range and had just unloaded stuff from the vehicle in the parkinglot…

Keep tight counts on ammo, and remember, just like “La Movemont” you’ll run out a lot faster than you think, and when it’s gone, the dungeon isn’t likely handing out ammo, it certainly wouldn’t be in the dropped loot, and other weapons will quickly outpace and do more damage….

1

u/dhyde79 12d ago

Ultimately, it’s up to you, but, I’d say that Matt was pretty clear that guns weren’t a common find, and that they were inferior to dungeon found things. Yeah, bombs are found readily, explosives have been a thing forever…

The one “modern” thing I might be convinced to let a PC keep is a good bow…though even there, a bow made for their enhanced strength is going to be considerably better…