Talk:CZ2I28 Delta/Abilities and Powers/@comment-187.198.145.172-20171029041254/@comment-34666853-20180510124708

Alternatively, projectile-type weapons like bows and guns could require separate projectile consumables. CZ has her specifically stated magic gun of course with its own mechanic. But it's not out of the question to have another design type.

We can treat a gun or a bow as a platform to launch an arrow or a bullet. That requires the projectile (arrow or bullet) to be one-time use consumable as they would in be real life.

Say you have a bow. Now you need to individually make/purchase arrows, maybe in quiver batches, to shoot out of your bow. And when you run out of arrows, you cannot use your bow anymore, except maybe in melee as an inefficient bludgeon. This also means that arrows can have different tiers/classes/ingredients: a relic class, adamantite-tipped arrow will do less damage than a divine class, celestial uranium arrow but will be easier to make and more expendable. Same for bullets.

The difference between the two projectiles could be that arrows can be tipped ala Hawkeye to have diverse effects and tricks while the more generic bullet projectile purely boasts higher speed and damage without the ability to carry most special effects. You can have a rappelling arrow that automatically trails behind a rope, paralyzing arrow, punching glove-tipped (stun) arrow but bullets will always be purely damage-oriented.

As for the statement that magic is just better, FALSE. This is a videogame. Their damage will tend to be equalized. Otherwise, everybody would just be mages for DPS. There would be no rangers, assassins, or blademasters. Sure, no amount of C4 can damage reality itself, but Reality Slash doesn't damage reality itself. It's a preset videogame ability with preset behaviour, animation, and damage. Nuke spells fall under damage limitations too. That's why in certain scenarios, a sword user can deal more AoE damage with cleave. The alternative is to make magic users the only viable classes, which going by actual videogame examples as well as a healthy helping of game design logic isn't the case and never will be the case.