I agree with Vorpal, it’s up to the player to decide whether to spend that time to try and clear a jam vs taking some other action. The only way I would make clearing a jam automatic is if you’ve reached a godlike skill level where it literally takes no time to clear. Otherwise the time spent is just a penalty instead of a potential decision.
Keep in mind, different actions take different amounts of time, so I’m not saying I’d make clearing a jam take a full “turn”, just that the choice to do it or not is up to the player.
We have durability numbers in place for guns already, and at the upper levels I’ll be aiming for “basically never jams unless the gun is physically damaged”.
When we say a gun “breaks”, what we are representing is some component breaking, not the gun snapping in half or something. It’s just that we aren’t modelling every part of the gun separately, it’s just a gun that has a bundle of stats attached. And yes, with a “broken” gun you would potentially be able to repair it.