I have no interest in tracking ammunition, but I'm pretty sure one of my players would be upset that I made his sniper rifle "so much more expensive" lol...
Tell him from me his ammo is free from now on.
Problem solved.
I have no interest in tracking ammunition, but I'm pretty sure one of my players would be upset that I made his sniper rifle "so much more expensive" lol...
tl;dr: if we know what we want the different ammunition types to do, it's easier to figure out how to make them do those things.
Do you think this is a useful approach to this topic, or is my inner engineer showing through too much?
To be transparent: we’re not rewriting the book. Errata means changing phrasing and numbers. A rewrite would be 2nd edition of the game, which isn’t in the stars right now.
That was roughly what my intention was at the very start, even though I'm not an engineer
I hadn't set out specifically to pick a specific SOAK target like you're suggesting, but just by trial and error, I came up with SOAK 8 being the split point. This sorta makes sense, since it's where medium armor transitions to heavy armor.
Conceptually, HP rounds should be murder (more than just a bullet murder anyways) to someone in no or light armor. AP rounds should be most useful against heavily armored opponents (whether you want to pick this as SOAK 8 since heavy armor starts there or take it a bit higher/lower is up for debate). The problem becomes tricky with the gradation between armor types being so narrow (and having so few medium armor options).