I'm working on a class system to make nerf wars fair and fun with a variety of unequal blasters and equipment. Team fortress classic and firearms half-life mod were my primary inspiration for this system. Stuff has point values, classes have point value budgets and special abilities. None of this is in any way war tested at time of writing. Anyways, I value your input even when I ignore it, and welcome you to hate on my system, suggest improvements to the system, make your own remix of the system, tell me what I've missed etc.
Some stuff I know is fucked:
Sword and shield sizes are undefined.
Bandaging is not explained.
Really, none of the basic rules most of us take for granted are not explained.
Knight and Tank classes are just prefab equipment choices that couldn't be legal otherwise. Sort of the same deal with the Grenadier and
This is what I have so far:
Classes:
Stuff:
I chose not to distinguish between all the types of "singled" blasters- muzzle loaders, breech loaders, speedloaders are all treated the same as long as there's no magazine.
I'm expecting/assuming the homemade springers and bows to all be roughly the same power, shooting about 200 fps with 1 gram darts. I can get away with this more because I'm providing them, but even if I weren't actual range doesn't change much with more velocity than that, and I'll probably ban anything that shoots a LOT harder than that for safety.
I also choose not to distinguish between the various blaster layouts (eg bullpup, double-rainbow, other different bullpup) or the type of catch. And of course there are many other ergonomic factors that make some blasters easier to use than others, and I'm ignoring that too.
I also choose not to distinguish between a pullback blaster, bolt-action blaster, bad lever action, or any priming action which requires removing one or both of your hands from the ideal firing position .
Pump action is meant to include things like (good) lever action, push-action, or any other priming action where your hands never leave the firing position when priming.
Semi-auto is not likely to show up aside from battery powered nerf blasters, which (at least stock) don't have amazing performance and are categorized as 8 points. I don't know what a fair point value would be for a NIC powerful semi-auto so I havent assigned one.
Some stuff I know is fucked:
Sword and shield sizes are undefined.
Bandaging is not explained.
Really, none of the basic rules most of us take for granted are not explained.
Knight and Tank classes are just prefab equipment choices that couldn't be legal otherwise. Sort of the same deal with the Grenadier and
Modded blasters are not really part of my system yet. I don't really have any, and if I'm lucky it's a question I won't have to deal with. I just feel hopeless doing anything but a case-by-case analysis for modded blasters.
Blowguns are a HUGE omission in my system so far, with only STAN guns/hopper blowguns represented. However, I'm not going to allow blowguns without an amazing mouthpiece or at least something flexible for the mouthpiece, and that kind of kills the simple pipe blowguns that dominate with old-school (not ancient-school) darts, and still work well with 50 cal darts. However, there are a variety of magazine fed blowgun styles that don't present such a safety concern, and I would guess they would be in the 4-6 point range (I don't get sweet range with 50 cal blowguns) plus whatever magazine capacity adder.
Edited by KaneTheMediocre, 07 June 2017 - 11:23 PM.