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Weapons, weapons, weapons!
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6251763" data-attributes="member: 20805"><p>Some thoughts on personal weapons:</p><p></p><p></p><p>1) ION weaponry. Recommend changing the damage to read:</p><p> for each MARK of an ION weapon, it deals 1 point of damage to organic creatures or 1D of damage to mechanical targets. </p><p> Some mechanical targets are not shielded and may have a vulnerability to ION damage, like older model combat droids.</p><p> The ION Pistol listed in the Handbook is a Mark III</p><p></p><p>2) Weapon economy. In most futuristic games, the economy is important early on and then is pretty much ignored. Pricing of components can cause problems in a game when the players come across a financial windfall. I think it is better to link the cost of the components/upgrades to damage dice, reducing the damage dice in exchange for a 'better' weapon. An example is rifles with scopes. A standard rifle would not have a scope, but you could buy one for the same price that is lower caliber with a scope, say a scoped 22 long rifle. A high quality rifle gains a die for damage, but that would be traded to put a scope on it.</p><p></p><p> In this fashion, you can price components by dice costs and achieve better game balance, as well as remove the meta-gamey upgrade limits based on weapon size and quality.</p><p> Also see my next post about building a setting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>3) Weapon quality: page 115. I just noticed the paragraph hiding under the table "...cannot gain advantage of weapon quality greater than your skill level allows. You must have taken a skill level the required number of times to reap the benefits of a master-crafted weapon"...</p><p> I don't see this in the skill chapter nor do I see specific skills tied to weapon types. Does this mean you need 'Marksman-Pistol' in order to wield the legendary pearl handled revolvers and gain the extra damage they cause? What if you do have 'Marksman-Pistol', but only two ranks. Does this mean you gain only a +2?</p><p> If you are untrained and fire a suppressed sniper rifle, does it make more sound?</p><p></p><p> Recommend removing this, possibly replace with something like: 'Without the proper skill, you do not gain bonus dice to attacks based on weapon quality or custom upgrades.'</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6251763, member: 20805"] Some thoughts on personal weapons: 1) ION weaponry. Recommend changing the damage to read: for each MARK of an ION weapon, it deals 1 point of damage to organic creatures or 1D of damage to mechanical targets. Some mechanical targets are not shielded and may have a vulnerability to ION damage, like older model combat droids. The ION Pistol listed in the Handbook is a Mark III 2) Weapon economy. In most futuristic games, the economy is important early on and then is pretty much ignored. Pricing of components can cause problems in a game when the players come across a financial windfall. I think it is better to link the cost of the components/upgrades to damage dice, reducing the damage dice in exchange for a 'better' weapon. An example is rifles with scopes. A standard rifle would not have a scope, but you could buy one for the same price that is lower caliber with a scope, say a scoped 22 long rifle. A high quality rifle gains a die for damage, but that would be traded to put a scope on it. In this fashion, you can price components by dice costs and achieve better game balance, as well as remove the meta-gamey upgrade limits based on weapon size and quality. Also see my next post about building a setting :) 3) Weapon quality: page 115. I just noticed the paragraph hiding under the table "...cannot gain advantage of weapon quality greater than your skill level allows. You must have taken a skill level the required number of times to reap the benefits of a master-crafted weapon"... I don't see this in the skill chapter nor do I see specific skills tied to weapon types. Does this mean you need 'Marksman-Pistol' in order to wield the legendary pearl handled revolvers and gain the extra damage they cause? What if you do have 'Marksman-Pistol', but only two ranks. Does this mean you gain only a +2? If you are untrained and fire a suppressed sniper rifle, does it make more sound? Recommend removing this, possibly replace with something like: 'Without the proper skill, you do not gain bonus dice to attacks based on weapon quality or custom upgrades.' [/QUOTE]
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