I'd say that adapting your system to a per-magazine basis rather than per-unit or per-combatant could be a way to go.
[going into stream-of-consciouness rambling mode]
Say you have the same four levels - "full-ish", "somewhere in the middle", "almost run out" and "empty". Say then that for every three attacks, your level goes down by one -
unless you get the fumble die, in which case you drop one level immediately.
Ammo could perhaps be found in "levels" ... you could find e.g. four levels of 9mm Parabellum, which might enable you to e.g. fill one empty mag to "full-ish" and have one level left to top up another magazine, or fill two empty mags to "somewhere in the middle"?
The obvious drawback from a standpoint of realism is that a level would then always be a level, no matter what weapon you'd apply it to - but one single "level" in a 36-round SMG mag would represent a
greater number of actual rounds than an older pistol's entire magazine! ...so scratch that. An alternative might be to define the levels on a per-weapon (or even per-mag, for weapons with a choice of magazine sizes) basis. Then ammo would be found in rounds, and it's up to the players to decide which weapons or magazines they put them in - ten rounds could represent four levels for the pistol magazine, or one level for the SMG mag.
The next obvious drawback is that this creates an incentive for players to always go for the smallest mags possible. There would be no reason for anyone to want the 100-round drum for their CBJ MS - you'd still only get a maximum of nine attacks from it, so you might as well have the 20-round mag; then those 100 rounds would give you up to 45 attacks! So ... one might instead consider having one level represent a different number of attacks for different magazine sizes. For an eight-round mag, you could get two attacks per level; for an 18-round mag, three.
Here I see a need to differentiate semi-automatic or bolt action weapons from fully automatic ones. An 18-round mag in a Glock 17 could give you three attacks per level; the same mag in a Glock 18 could hardly give you more than two. And a 30-ish-round magazine in a full-auto weapon would give you three attacks per level. One might also consider how to handle when people fire short, controlled bursts at full auto, vs. just spraying ... I'm sort of assuming controlled bursts for normal attacks, but perhaps a "spray" consumes one full level?
But say you switch to single-shot fire (assuming your weapon has a selector). Then you could conceivably get, say, eight or ten attacks from one level. The 100-round drum could give you eight attacks per level ... but I'd say anything more than five starts to be too much bother to faff around with.
So ... say you cap it at five attacks per level. A magazine could thus give anything from one to five attacks per level, set at the weapon's default firing mode. Go from full auto to single shots, you get one attack more per level; go from single shots to full auto, you get one attack less.
So for instance, for full automatic weapons one might divide it so that a ≤10-round mag gives 1 attack/level; an 11-20-round mag gives 2 attacks/level; a 21-40-round mag gives 3 attacks/level; a 41-70-round mag gives 4 attacks/level; and a >70-round mag gives 5 attacks/level. (Some weapons might have special rules ... e.g. the HK G11's 45-round mag would be a 4 attacks/level mag at full auto, but a 2 attacks/level mag in burst mode, whereas the M16A2's burst mode would still make it a full auto weapon with a 3 attacks/level mag, but without the spray attack option.) For a single-shot weapon, the division might be that a ≤5-round mag gives 1 attack/level; a 6-10-round mag gives 2 attacks/level; an 11-20-round mag gives 3 attacks/level; a 21-30-round mag gives 4 attacks/level; and a >30-round mag gives 5 attacks/level.
For ease of bookkeeping, I'm thinking that you should never keep track of fractional levels, other than specifically for counting down the attacks to the next level; you never keep book of them, or carry them forward anywhere. So for instance, if you cease a firefight or switch mags "mid-level", remaining attacks at that level are lost, and the mag drops to the next level. Or, if you are at "full-ish" with a three-attacks-per-level mag, make one "controlled burst" attack, and then make a "spray" attack, the spray consumes the full "somewhere in the middle" level and leaves you at "almost run out"; the two attacks you nominally had remaining at the "full-ish" level aren't carried forward. And eight rounds in a 36-round SMG mag can only count as a "almost run out" 3 attacks/level mag, never a "full-ish" 1 attack/level mag.
Not mathematically perfect; the numbers don't mesh everywhere ... but might still be workable, and would seem to tick most of the boxes, as far as I can see...
...
or something like that. That's what came to mind anyway, off the top of me noggin.
[exit rambling mode]
I could see using ammunition-shaped tokens at the table to keep track of the attacks...
.
But I definitely also think that tracking every bullet is even sillier than abstraction, even if "realism" is your goal. While you're in a fight, you don't have that level of knowledge, and neither should players or characters in most cases!
.
I've never been in a real, live, life-or-death firefight, but I participated in countless training exercises using blank ammo in the military, armed with a variety of weapons. Not the same thing, I know; far from it, but as close as
I've ever been to it, so that's the experience I'm basing my musings on.
And in those situations, yes: with the fully automatic weapons, you could never know exactly how many shots you had left in your magazine. But I feel you always did have a fair
hunch of where your ammo level was ... at least, once you were past the total "noob" level. And given a choice between the completely random binary system and tracking individual rounds, I feel the latter clearly represents the lesser evil - it comes at least a
bit closer to how I actually remember it.
=====
EDIT:
=====
To mitigate the "wall of text" above, I'll summarise my ramblings in a more easily ingested form:
Magazines have four levels:
- 3: "full-ish"
- 2: "somewhere in the middle"
- 1: "almost run out"
- 0: "empty"
.
Rules are as follows:
- Each level allows a certain number of attacks, as per weapon.
- Once that number of attacks have been made, the magazine drops to the next level.
- If you roll a fumble on your attack roll, the magazine immediately drops to the next level.
- Spraying fire at full auto will consume one full level of the magazine’s capacity.
- Fractional levels aren’t tracked or carried over beyond counting down the attacks to the next level of the current mag during the current firefight.
.
Example 1: If you are at Level 2 with a three-attacks-per-level mag, have spent the first attack of the level, and then roll a fumble on the second attack, the level immediately drops down to Level 1 - the last attack at that level is lost.
If however you have expended the first
two attacks of the level, and then roll a fumble on the last attack, the mag immediately drops down to the next remaining level, being 0 – the magazine is now empty, and must be switched.
Example 2: If you cease a firefight or switch mags with attacks remaining at the level you are on, the remaining attacks are not carried over, and the mag is considered to be at the next level below.
Example 3: If you are at Level 3 with a three-attacks-per-level mag, first make one "controlled burst" attack, and then make a "spray" attack, the spray consumes the full Level 2 and leaves you at Level 1; the two attacks you nominally had remaining at Level 3 aren't carried over.
.
Individual weapon stats will state:
- how many attacks each level represents, for each magazine size available for that weapon
- how many rounds refill one level, for each magazine size available to that weapon
For weapons with auto/single shot selectors, the stated number of attacks/level assumes short bursts fired at automatic. Switching to single shot
increases the number of attacks per level by one, to a maximum of five attacks per level. If the magazine already has five attacks per level, the number of attacks does not increase.
In writing out the weapons stats, the following guidelines are followed:
Full auto weapons:
- ≤10-round mag – 1 attack/level – min 2 rounds to fill 1 level
- 11-20-round mag – 2 attacks/level – min 4 rounds to fill 1 level
- 21-40-round mag – 3 attacks/level – min 8 rounds to fill 1 level
- 41-70-round mag – 4 attacks/level – min 15 rounds to fill 1 level
- >70-round mag – 5 attacks/level – min 25 rounds to fill 1 level
Some weapons will have special rules:
- the HK G11's 45-round mag would be a 4 attacks/level mag at full auto, but a 2 attacks/level mag in burst mode.
- the M16A2's burst mode would still make it a full auto weapon with a 3 attacks/level mag, but with no spray attack option.
Single-shot weapons:
- ≤5-round mag – 1 attack/level – min 1 round to fill 1 level
- 6-10-round mag – 2 attacks/level – min 2 rounds to fill 1 level
- 11-20-round mag – 3 attacks/level – min 4 rounds to fill 1 level
- 21-30-round mag – 4 attacks/level – min 7 rounds to fill 1 level
- >30-round mag – 5 attacks/level – min 9 rounds to fill 1 level