Ranged Combat, the SR3R way |
Ranged Combat, the SR3R way |
Jun 9 2005, 09:36 PM
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#101
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Mostly Harmless Group: Dumpshocked Posts: 937 Joined: 26-February 02 From: 44.662,-63.469 Member No.: 176 |
I don't think we need to break it down that far, Critias. I don't much like the idea of someone being able to easily stage down a 12 gauge slug to the chest sans armor while they're pretty much gauranteed some kind of wound from 5.7x28mm. It doesn't make sense. Maybe if we had more than four damage levels to work with...
That's the way I handle it in the current system. All rifle firing cartridges with a muzzle velocity over 2300 fps receive an automatic x0.5 armor modifier. AP effects are then added to that. That way, you're pretty much stuck with Body Resistance unless you're wearing 8 points of hard armor. Personally, I think it's better to simulate that, like in reality, the potential an object has to damage something and its ability to penetrate body armor have absolutely nothing to do with each other. You can wear all the body armor you want. It won't help much if you get hit by a semi.
I guess that's what we're supposed to be figuring out. A little short of insight I know, but I'm short of time today. |
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Jun 13 2005, 02:36 PM
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#102
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Running Target Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Okay, since I've done so much to derail this thread, let's see if I can help put it back on track. Here are the things that Kage started off with:
There are other people on this board that are far more qualified than me when it comes to shotguns, but I do have have some rather broad suggestions. #1. When using shot/flechette rounds, instead of having the spread hit multiple targets, why not have it just lower the T# to hit a bit? Also, how about no increase in DL for shot rounds vs. unarmored opponents? #2. When firing slugs, Shotguns should use either Riflecraft or Assault Weapons (see below). Also, perhaps armor should work better against shotgun slugs than against smaller ammunition. Say +50% ballistic rating vs. slug rounds?
A pretty significant trend in handgun manufacturing after the Assault Weapons ban of 1995 (finally lifted, WOOHOO) was to produce high quantites of compact and subcompact versions of their more popular firearms. Before that, a smaller weapon meant a smaller ammunition capacity. But with the ban limiting handguns to 10 rounds, ammo cap was no longer much of an issue. Now in SR, there is no such ban, but I can certainly see the utility of compact and subcompact models of current handguns. Perhaps a drop to 8M or 7M would be appropriate for the respective models. So you get a more concealable firearm, but sacrifice some power and ammo capacity. In doing that, you'd probably have to adjust the concealability ratings of hold-outs. Oh yeah, I'd most likely bump hold-outs up to M damage level.
I suppose here is where the majority of debate on this board has been centered. Let me make a revision of my proposal, blending my groups with Rayguns and coming up with a bit of compromise. Pistols Shotguns Assault Weapons Riflecraft Machine Guns Launch Weapons Exotic Firearms "Pistols" would cover your automatics (Ares Predator, Colt Manhunter, Fichetti Security 500, etc.), your revolvers (Ruger Super Warhawk, Cavalier Deputy, etc.), as well as any SMG used in SA mode and without a shoulder stock (ie. fired like you would fire a pistol). "Shotgun" would cover all shotguns from your small breaching shotguns all the way to your large combat shotguns. Use this skill only when using shot ammunition. For shotguns loaded with slug ammunition, use the Riflecraft or Assault Weapons skill. "Assault Weapons" covers SMGs fired with the shoulder stock used, fired on full auto/burst fire, or anything in between. It also covers the use of semi-auto rifle fire out to 300M, and all burst/automatic rifle fire. "Riflecraft" covers all semi-auto rifle fire beyond 300 meters, all lever-action/bolt-action rifle fire, and all rifle fire using scopes. So yes, if your Smartlinked Ares Alpha has a scope, you will find yourself possibly using two separate skills with it. For your close range engagements, you use the Assault weapons skills. For the long range ones using the scope, you use Riflecraft. "Machineguns" would cover everything from man portable LMGs (M249 SAW, Ingram Valiant) to heavy, vehicle mounted (manually fired) miniguns (Ares Vanquisher). Keep in mind that some of these weapons can be mounted as part of a vehicle's internal weapon systems, like putting an MMG on a YellowJacket helicopter. If the weapon is fired through vehicle controls, use the Gunnery skill. If the weapon is fired by some guy in a turret or by a door gunner, then use the Machineguns skill. "Launch Weapons" would cover everything from underbarrel grenade launchers to shoulder-fired ATGMs. Again, if such a weapon system is fired by the vehicle's control systems, then use Gunnery instead of Launch Weapons. "Exotic Firearms" includes your strange weapons like gun canes, gyrojet weapons, and Laser weapons. Perhaps we can require anyone wanting to bump this skill beyond rating 3 to pick a specialization? So, what does everyone out there think? |
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Jun 13 2005, 04:34 PM
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#103
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Running Target Group: Members Posts: 1,133 Joined: 3-October 04 Member No.: 6,722 |
As a long-time player of SLA Industries, I quite like their skill divisions.
Handgun: Obvious, but also includes machine pistols and small SMG's fired on single shot. Rifle: Includes shotguns and large SMG's fired on single shot. Autofire: Any of the above fired on burst or autofire. Autofire is capped at the "other" skill level (eg: Greg Gunadept has Handgun 6, Rifle 4 and Autofire 5. He can fire his Scorpion single shot at 6 or auto at 5; he can fire his Ares Alpha at 4 both single shot and autofire). I don't recall how gunnery-grade weapons were handled, but since Ops almost never got their hands on them it wasn't an issue anyway :) Off the top of my head, I'd tentatively offer categories of: Direct Fire Gunnery: HMG's, dumbfire rockets, etc Indirect Fire Gunnery: Mortars, etc. Guided missiles would have their own innate skill level. |
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Jun 13 2005, 06:38 PM
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#104
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Moving Target Group: Members Posts: 179 Joined: 8-June 05 From: Montréal, République du Québec Member No.: 7,433 |
I would fully support Automatic Fire (Bursts included?) as a specialization, or a seperate skill entirely. I used to use a system like it in a past game, some years back. |
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Jun 14 2005, 02:57 AM
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#105
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Shooting Target Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
Sounds very much like a Tn modifier for unfamiliar weapon. Very much like the one in the Driving/ Rigger rules. And as for the Needle analogy, Sr3 allready got that, "needle" weapon do Zero damage but pierce all non hardened armour. On Assault rifles piercing armour better then Pistols. Modifing the Power of Heavy Pistols down 2-3 points, i think covers that. Power of Say 6 versus an unarmoured target, is not that much easier to resist then power 8. However when you Apply armour, thats when the increased power of the assult rifle comes in. Simple 1 point of armour in the above will make the Pistol twice as easy, 2 points makes 3 times as easy. I think most of you are all trying to get a "perfect system" (We all know what they say about those...) Where as, what we are wanting is just a better system. |
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Jun 15 2005, 01:46 AM
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#106
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Mostly Harmless Group: Dumpshocked Posts: 937 Joined: 26-February 02 From: 44.662,-63.469 Member No.: 176 |
Most of us are aware that the choke/spread rules are extremely silly. Shot ain't gonna spread a meter wide at two meters distance out of any halfway normal shotgun, no matter how short the barrel or open the choke. Ever. Period. A re-working of the choke rules is most definitely in order. As far as flechette ammunition goes, my own opinion on how it should work can be found here. Shot and flechette are not the same thing, not should rules regarding them be treated in the same manner. Under no circumstances should shot or flechette ammunition have a higher damage code than a slug load (unless you really, really like John Woo movies).
I think I would word that differently. "When firing slugs, shotguns can default to either the Riflecraft or Assault Weapons skills." I wouldn't want to suggest that you can't use the Shotgun skill when firing slugs.
Depends on the slug load, but yeah. Common Foster and sabot slugs should be much less likely to penetrate armor than their Power Ratings should suggest. Other slug loads, like those that launch .50-caliber, 300+ grain solid copper or JHP bullets at .500 Magnum-like velocities (Remington's Ultra Bonded Sabot Slug or Winchester's Supreme Partition Gold Slug loads) should be treated as standard ammunition. And I see no reason why there couldn't be APDS slug loads.
Yeah, pretty much how I handle it. "Light Pistols" are still there, but there's not really much reason for any self-respecting Shadowrunner to use them.
Sounds good to me. What about machine pistols? We still calling that a specialization?
Again, can default to Riflecraft or Assault Weapons.
Sounds good, if a little complicated for the layman.
Okay by me, but I'm thinking this might be getting a little too convoluted for use by people who aren't as knowledgeable about this kind of thing as you or I. Maybe Aus is right. *shrug*
Yeah. Direct contact with the gun/manual aiming = Machine Guns skill. Sensor-assisted = Gunnery.
This probably shouldn't include things like automatic grenade launchers, though (MK19, XM307, etc...). Those should use the Machine Guns skill. Ack.
Sounds good to me. The more I look at this, the more it looks too complicated as a general set of rules. Ah, I don't know. |
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Jun 15 2005, 02:04 AM
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#107
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
granted that shotguns aren't something i have much direct experience with: based on the facts and figures i've combed from the Intarwebs, i'd remove the whole hitting-multiple-targets thing from shotguns altogether, and then add it back in as an advanced optional rule later (if at all). yes, it's possible to hit multiple targets with a modified shotgun. but it's not something that should really come up often enough to warrant a section in the rules, mainly because people will take it to mean that shotguns can hit multiple targets all the time. they expect them to, because that's how shotguns work in movies, video games, and (especially) RPGs.
another thing: knockdown. if you do knockdown, i think it'd be more realistic (and just as simple) to base knockdown off of the damage of a weapon, rather than off the power. based on numbers that other people have done the math on, it doesn't seem to me that a bullet contains enough energy to physically shove someone off-balance to the point that they will fall over. a shotgun might, i guess, but the damage there is high enough that i think it's permissable to ignore power in favor of damage level. |
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Jun 15 2005, 02:58 AM
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#108
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
I sort of agree with Raygun, kinda complicated for general use. Anything that's using more if/then statements in the rules that my vehicle maker, it's probably a bit too complicated.
Now, this idea is coming out of left field, from someone that knows next to nothing about guns, so ignore if it's too stupid, but what about breaking it into just "handgun" and long arm and SS, BF, and FA, based on a guns highest rate? and again a "misc" category for those..strange weapons. So any sort of hand held gun (including like SMG's that are hand held), would fall under the Burst fire Hand held skill, specialization in the exact weapon, as per SR 3. Where as a "sniper" or sport rifle, would likely but the singleshot long arm skill. |
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Jun 15 2005, 03:03 AM
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#109
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
It obviously has its holes, but I'm leaning towards combining Rifles and Assault Rifles into Rifles and all strange weapons into an Unconventional Arms skill with a better name, and then leaving well enough alone with the rest. One major concern is the possibility of creating a Rifles uber-skill. Opinions?
~J |
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Jun 15 2005, 03:28 AM
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#110
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
I don't think that's a very big deal - Rifles (as opposed to ARs) don't see much use, at least from what I've seen, so all you're really doing is giving a runner who can use ARs the ability to snipe once in a blue moon.
As for an "Exotic Weapons" skill... What were you thinking of including in that? Gyrojet, spray weapons, lasers, eye lasers, etc.? I think the best way of dealing with that would be rolling them into exisiting skills, and just adjusting the stats/availability of the weapon to balance out the new ease of use. (Gyrojet, for example, really should be pistols/rifles, but it's just so absurdly powerful...) |
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Jun 15 2005, 03:31 AM
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#111
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Creating a god with his own hands Group: Members Posts: 1,405 Joined: 30-September 02 From: 0:0:0:0:0:0:0:1 Member No.: 3,364 |
I agree on the Unconventional arms skill, provided a specialization is required. I don't agree with combining rifles and assault rifles, because they are two completely different ball parks. SMGs and Assault rifles might work, however.
what about just changing the range of choke, like from 6-14, as opposed to the cannon 2-10? This solves the problem of rediculous spread, unless someone can come up with a better system.
I second this. And Ronin's list, provided he changes the name for exotics. |
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Jun 15 2005, 03:41 AM
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#112
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Then you don't agree, I guess. I'm going to need to be convinced a lot to give anything a penalty for having a base skill but not a specialization, and if I do make that change it will apply to every skill. ~J |
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Jun 15 2005, 04:25 AM
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#113
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
The Rifle skill and the Assault Rifle skill are not identical, but unless you're equating Rifle with very long range sniping, then being taught to use an assault rifle does include the skills you'll need to fire any other semi-automatic rifle, especially since Assault Rifle is a huge category, including weapons as different as an M4 Carbine and an FN-FAL. "Assault Rifles" and "Rifles" is a division based on the intended purpose of the weapons, not the skills required to use them. |
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Jun 15 2005, 11:02 AM
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#114
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Moving Target Group: Members Posts: 316 Joined: 18-July 03 Member No.: 4,963 |
I'm going to have to stick up for the knockdown rules. The knockdown rules are absolutely unrealistic, but I think they should stay in Shadowrun. In general, Shadowrun is more cinematic than realistic with a few glaring exceptions. It's an absolute staple of the action movie genre for people to get blown out windows and over bar stools and such. If anything, we should make it easier to get blown backwards instead of just getting knocked down. Anyways, pretty much anyone who wants a realistic game will know that it's unrealistic and will house rule it out on their own. The Firearms skill served a similar purpose, although I doubt I'll get very many supporters in favor of bringing it back. How many times have you seen a Hollywood hero turn down a gun and say "Sorry, I don't have any assault rifles skill, I'm just going to stick to stick to my pistol"? So I'll just throw out there that I'll support any consolidation that is considered acceptable by the world at large. |
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Jun 15 2005, 02:27 PM
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#115
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Moving Target Group: Members Posts: 669 Joined: 25-May 03 Member No.: 4,634 |
I've been playing Shadowrun for three years and can't remember ever calling for or being called to roll a Knockdown test... Are they really even worth considering for revision?
Also, a big no to making an "Exotic Weapons" skill require specialization. The less anomalies the better. And making all skills work this way seems more like rewrite country than revision. |
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Jun 15 2005, 02:35 PM
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#116
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
I was browsing through some of my older notes earlier today and came across these house rules I was toying around for burst-fire weapons and whatnot. Thought I'd post them here to help inspire some ideas or something.
I'm not a big fan of "realism," prefering instead to focus on in-game believability, game play, and sticking with the abstract nature of the rules when possible. That said, I've also never been a fan of how burst-fire weapons were somehow better able to penetrate armor but did little to improve accuracy, and that was the heart of the reason why I cooked up these rules. I playtested them a little and they worked well for the most part, but there was some room for silly situations if you really tried to go out of your way to do it. I'm also a sucker for tactical options, so you'll see that in these rules as well. Oh, and I cut out what I had for shotguns because it was unfinished (since I never quite got around to doing the Suppressive Fire add-on in which I was going to include the majority of the shotgun rules). I also had some notes about how I was going to revise the skill system that was mostly a throwback to the SR2 way of doing things (with both specializations and concentrations), but I don't think anyone would be very interested in that since it's significantly more abstract than the current system. Anyway, enough babbling... STAGING DAMAGE Damage Codes are staged by +1 Damage Level for every two net successes on the Ranged Attack Test, to a maximum of Deadly damage. Every two net successes beyond that adds a box of deadly Over-Damage to the total. Stun damage is staged the same way, though every two net successes beyond Deadly Stun damage instead adds one box of Physical damage. Note that these are based on net successes, meaning that staging doesn't occur until after an opponent has made any Dodge or Damage Resistance Tests to reduce the number of successes an attack has made. This is one of the reasons why the Power of an attack is not affected by these staging rules. BURST-FIRE BF shots are defined as a Simple Action that fires two- or three-round bursts per shot, and FA shots are defined as Complex Actions that fire four or more rounds per shot. Any character with a skill rating of 4 or higher can fire a BF shot from a FA weapon without having to change firing modes. When using burst-fire, you have five options:
DAMAGE CODES It is assumed that some Damage Codes (primarily the Power ratings for FA weapons like Assault Rifles) would be modified to a more appropriate value representing armor penetration to compensate for the lack of any Power-enhancing aspects in these burst-fire rules. Only different types of ammunition would influence Power under these rules. |
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Jun 15 2005, 02:40 PM
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#117
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
What weapons would the "Unconventional" skill cover, though? I really don't think that what we want is a ranged version of the Staff skill, that covers all kinds of disparate weapons for no logical reason.
Gyrojets and Lasers should, logically speaking, fall into appropriate rifle and psitol categories. Same with dart pistols and so on. Not sure how that works out, balance-wise. Eye weapons ought to require no skill, IMO, and allow you to just roll Quickness, or maybe Perception, instead (unless you want to specialize in them, of course) - especially considering how damn useless they are. If someone really wants to handicap himself by wasting essence of one, there's no need to punish them further. What does that leave? Gun canes and spray weapons? |
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Jun 15 2005, 02:39 PM
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#118
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Running Target Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Okay. Thanks for all the input. Let me see if I can edit/streamline things and make them a bit less nonsensical.
Shotguns: #1: Shot Ammo...+2 Power vs. unarmored targets, -1DL vs armored targets, and -1TN at Medium, Long, and Extreme ranges (due to spread). #2: Flechette Ammo...see Raygun's rules here. Toss out choke rules for simplicity. #3: When firing slugs, Shotguns can default to Assault Weapons. #4: APDS (saboted slugs) ammo is available for shotguns. Light Pistols: Damage Code: 6M-7M Conceal: Should be +2 or +1 better than heavy pistols Ammo: Should be 3-5 rounds per magazine less than heavy pistols Skill Breakdown Pistols Shotguns Assault Weapons Riflecraft Machineguns Launch Weapons Unconventional Weapons "Pistols" would cover your automatics (Ares Predator, Colt Manhunter, Fichetti Security 500, etc.), your revolvers (Ruger Super Warhawk, Cavalier Deputy, etc.), as well as any SMG used in SA mode and without a shoulder stock (ie. fired like you would fire a pistol). "Shotguns" would cover all shotguns from your small breaching shotguns all the way to your large combat shotguns. For shotguns loaded with slug ammunition, the shooter can default to the Assault Weapons skill. "Assault Weapons" covers all shoulder fired weapons classified as Machine Pistols, Submachine Guns, and Assault Rifles (and Carbines if you use Raygun's rules). "Riflecraft" covers all semi-auto (SA) and single shot (SS) fire from weapons classified as Rifles, Sport Rifles, and Sniper Rifles, and all rifle fire using scopes. "Machineguns" would cover everything from man portable LMGs (M249 SAW, Ingram Valiant) to heavy, vehicle mounted (manually fired) miniguns (Ares Vanquisher). If the weapon is fired through vehicle controls, use the Gunnery skill. If the weapon is fired by some guy in a turret or by a door gunner, then use the Machineguns skill. Direct contact with the gun/manual aiming = Machine Guns skill. Sensor-assisted = Gunnery. "Launch Weapons" would cover everything from underbarrel grenade launchers to shoulder-fired ATGMs. Again, if such a weapon system is fired by the vehicle's control systems, then use Gunnery instead of Launch Weapons. Note: This doesn't include things like automatic grenade launchers, though (MK19, XM307, etc...). Those should use the Machine Guns skill. "Unconventional Weapons" includes your strange weapons like gun canes, gyrojet weapons, and Laser weapons. Oh, and I have never used Knockdown rules in SR. They are beyond asinine, since most small arms ammunition doesn't have anywhere near enough mass to physically knock down a human body. Falling after being shot is mostly a psychological thing, unless you take a hit to the brain or spinal cord. Instead of Knockdown rules, I use Professional Rating. That indicates what level of damage a NPC needs to get hit with to make him fall. Professional Rating 1:Will fall at a light wound or greater. Professional Rating 2:Will fall at a moderate wound or greater. Professional Rating 3:Will fall at a serious wound or greater. Professional Rating 4:Will only fall with a deadly wound. |
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Jun 15 2005, 02:52 PM
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#119
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
The skills I'm looking to get rid of are Bracer, Gun Cane, Eye Gun, and Oral Gun. If reasonable I'd also like to get rid of Gyrojet and possibly Laser Weapons; Spray Weapons I don't have so much of a problem with, as between the chemtech weapons, flamethrowers, and the fact that it's linked to Heavy Weapons I think it's sufficiently non-punishing.
One thing I'd forgotten: with Bracer and Gun Cane, current canon is to only be able to default to Pistols or Quickness. Might this be an argument to toss them in under Pistols? ~J |
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Jun 15 2005, 03:02 PM
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#120
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
I don't think it'd hurt the game any to toss gun cane and bracers under Pistols. The skill already covers guns ranging in size (and consequently, differing in handling) from something barely bigger than a Zippo lighter to a heavy pistol the size of a small SMG. Then you could, instead of "Unconventional Weapons" have a "Ranged Cyber-Implant" skill to cover any and all silly weapons people might actually implant in their bodies, and be done with it. Laser weapons are rare enough that I don't think it's altogether reasonable to make them their own skill... Gyrojet I have some doubts about, they're stupidly high-powered, if you include them in Rifles and Pistols you might want to adjust the availability. |
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Jun 15 2005, 03:59 PM
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#121
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Moving Target Group: Members Posts: 316 Joined: 18-July 03 Member No.: 4,963 |
Most people don't use them because it's just one more roll in combat that's slow enough. If we tied it into the soak itself though, then people might use them. Maybe if you don't roll at least X successes on soak when you're hit with a weapon with Y base damage code you suffer knockdown/knockback, where X gets bigger as Y gets bigger. RE: Laser weapons - In my opinion, the problem with them isn't that they're their own skill, it's that it they aren't grouped with anything. This means you will be defaulting to Quickness if you don't have the skill, so even if given opportunity to use one you will never take it. Group it with the rest of the guns so you can default from skill to skill and players might actually use one if given the opportunity. Note that they can take external smartlinks just fine, so they aren't all that bad. RE: Unconventional - I like what mmu1 says. If you want to represent that the things like bracers and such just aren't REAL guns, maybe all strange, unconventional weapons should receive a +1 TN modifier? Or we could do something like "These weapons suffer double uncompensated recoil, including on the first shot" - Meaning that most chars will suffer penalties unless they have a non-gun form of recoil compensation. |
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Jun 15 2005, 04:29 PM
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#122
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
The Gun Cane and Bracer each only get one round, and the Bracer receives a flat +1 TN mod. I think that's punishment enough.
Oh, they also use Hold-Out ranges and deal 6L. You know, I might as well not bother considering them, because no one is ever going to use them. I like the "let laser weapons default" idea. Definitely leaning towards that. More later. ~J |
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Jun 15 2005, 11:08 PM
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#123
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
eh. i don't like the idea of tossing all unconventional weapons in together. honestly, if it were up to me, i simply wouldn't include skills for them at all--you'd always default to pistols/rifles/whatever. i mean, seriously--who the hell takes a cane gun or bracer gun to the range?
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Jun 16 2005, 04:52 AM
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#124
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Moving Target Group: Members Posts: 149 Joined: 21-March 05 From: UCAS (if its tuesday) Member No.: 7,200 |
if I had one I would. but then I'm not normal, so it may be just me. I'd say throw em in with pistols, it makes as much sense as the current rules (i'm told that people who train extenivly with one type of pistol ie DAO semi auto have trouble when converting to a diffrent type ie single action revolver, but that's just a rumor)
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Jun 16 2005, 09:20 AM
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#125
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Knight Templar Group: Dumpshocked Posts: 212 Joined: 20-June 04 From: Ipswich, UK Just South of the Stinkfens Member No.: 6,424 |
I like these ideas, though I'm no gun expert. I've only ever fired at ranges. I too think that "let laser weapons default" is a good idea. When firing the laser you don't have to worry about ballistic trajectory or leading a moving target. |
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