When you take aim and shoot at an enemy at range, roll+Dex. On a 10+, you have a clear shot—deal your damage . On a 7–9, choose one (whichever you choose you deal your damage): You have to move to get the shot placing you in danger as described by the GM You have to take what you can get: -1d6 damage You have to take several shots, reducing your ammo by one Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advantage to using a ranged wea
@carnel another way of thinking of this is to make the roll mean "are you accurate enough to hit the target?", which honestly is not very 24XX like, but you could come up with some meaningful risk depending on the context of your fiction:
For example, if there are innocent bystanders nearby, missing the intended target might mean hitting them as collateral.
Or, imagine a stealthy situation: missing the guard might mean that you don't kill them outright, instead alerting them of your presence.
@carnel basically what I'm saying is (and this applies to ANY action in 24XX):
If you can't think of a risk for the indended action, there is no dice roll.
The action might automatically succeed/fail, and/or impose a cost or consequence.
For further reading, I would recommend the 2400 EMERGENCY RULES by @JasonT here
https://jasontocci.itch.io/2400
@carnel coming back to your original question, in DYING SUN it's easy to say that they risk spending too much ammo on a Setback (a bag costs 1◈, making them buy more-- or craft more by gathering materials),
or that their weapon might break on a Disaster (or on a Setback too, if their ranged weapon is of low quality).
...But I would consider other options based on the context as written above.
@carnel I’m glad @tatooka had the stamina to give a full answer. I’m still drinking my coffee and stuck on, “well, it depends.” 😆
I guess my short summary is: Ask yourself what the worst case scenario is in this situation, and that’s the result on a 1-2. Backtrack from that as needed for the 3-4 result. Like…
(1-2) Miss and give away your position, requiring you to move before you get another shot off, or (3-4) hit, but still give away your position and need to move.