How do you guys recommend players track ammo in a more narrative sense? I don't want to have my group track every single bullet they fire, unless it's special ammunition or things like rockets, seekers, plasma rifles, etc.
At first I thought ammo can be tied to ones skill. If you roll a critical failure than would affect your unmodified weapons skill, you will run out of ammo by the end of the fight, or at least be dangerously low. For example, if someone has a kinetic weapons skill of 60, and they roll a 77, that would be a critical failure only for being low on ammo, regardless of actual modifiers to their roll. But I'm not sure how viable this would be.
A second idea would be to take an idea from savage worlds: draw a card from a standard playing deck at the end of every combat. If it's a certain number and/or suite (still trying to figure it out), the group is low on ammo. One more fight and they're out. Incidental firefights (ie shooting down a lone exsurgent) would be ignored.
Any thoughts? What have you GMs who prefer narrative tracking of ammon done?
Actually as an extension: do you guys mind sharing any houserulings that provide a more narrative, less rules-intensive spin on EP? (Simulationists go home! :P)
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