raspberryfh
First Post
Think my original post got eaten by the internet. Sorry if this ends up as a double post.
I've been running a scifi/cyberpunk game (limited to 8B tech level) since April, and my players and I have noticed that combat greatly favors ballistic weaponry over other types.
Using pistols as an example, the slugger and blaster are both 2d6 with the sidearm trait, and both have comparable costs, ranges, and weights. But the slugger is compatible with all specialty ammunition, and the blaster is not. Since the cost of specialty ammunition is negligible, this means that at the cost of only a free action to reload, a ballistic weapon can increase its damage by sacrificing an attack die, ignore 5 SOAK, deal non-lethal damage, or improve the team's aim as the situation requires. The blaster has none of this versatility.
My players aren't min-maxers, but the advantages of ballistic weaponry are pretty overwhelming. I'd love to have more diversity and variety in my game, but NPCs using lasers are starting off at a disadvantage just from the weapon choice. Outside of giving NPCs ridiculously high ballistic-specific SOAK (reasonable as a one-time trick) or clear vulnerabilities to other damage types, I'd love any thoughts on ways to make heat-based weapons more competitive. I'm considering a house rule to give them a static bonus that combines the benefits of several ammunition types (e.g. +2dmg and ignore 3 SOAK) but still allows ballistic weaponry to have the versatility advantage.
On the topic of diversity, there aren't too many different options in the non-exotic future ranged category, and beyond a range differential and requiring different skills, the categories didn't have much to separate them. One of my players and I came up with a list of guns and new weapons rules. Since I can't link to it yet, I'll try to copy/pasta it below. Feel free to use it or provide any critiques you may have! Are there any plans for official expansions to the weapons/equipment lists?
I've been running a scifi/cyberpunk game (limited to 8B tech level) since April, and my players and I have noticed that combat greatly favors ballistic weaponry over other types.
Using pistols as an example, the slugger and blaster are both 2d6 with the sidearm trait, and both have comparable costs, ranges, and weights. But the slugger is compatible with all specialty ammunition, and the blaster is not. Since the cost of specialty ammunition is negligible, this means that at the cost of only a free action to reload, a ballistic weapon can increase its damage by sacrificing an attack die, ignore 5 SOAK, deal non-lethal damage, or improve the team's aim as the situation requires. The blaster has none of this versatility.
My players aren't min-maxers, but the advantages of ballistic weaponry are pretty overwhelming. I'd love to have more diversity and variety in my game, but NPCs using lasers are starting off at a disadvantage just from the weapon choice. Outside of giving NPCs ridiculously high ballistic-specific SOAK (reasonable as a one-time trick) or clear vulnerabilities to other damage types, I'd love any thoughts on ways to make heat-based weapons more competitive. I'm considering a house rule to give them a static bonus that combines the benefits of several ammunition types (e.g. +2dmg and ignore 3 SOAK) but still allows ballistic weaponry to have the versatility advantage.
On the topic of diversity, there aren't too many different options in the non-exotic future ranged category, and beyond a range differential and requiring different skills, the categories didn't have much to separate them. One of my players and I came up with a list of guns and new weapons rules. Since I can't link to it yet, I'll try to copy/pasta it below. Feel free to use it or provide any critiques you may have! Are there any plans for official expansions to the weapons/equipment lists?
