soulclaw |
I am starting to sketch out notes for some things that the weapon rules seem to have left out or misinterpreted.
Aiming aids (aim point scopes, laser target pointers, optical scopes)
grenade launchers
The shotgun blast rules make no sense with the total -6 penalty that accumulates on the shot. Anyone who has used a shotgun knows that firing a spread of pellets makes it easier to hit a target, not harder.
The automatic rules that consume all remaining ammo also is a bit off given that automatic fire training emphasizes using short controlled bursts of about 3 rounds at a time.
Jimbles the Mediocre |
The shotgun blast rules make no sense with the total -6 penalty that accumulates on the shot. Anyone who has used a shotgun knows that firing a spread of pellets makes it easier to hit a target, not harder.
Not a complete rebuttal, per say, but an attack roll doesn't represent your ability to contact the target, but instead your ability to contact the target and pierce its armor. Yes, a shotgun has a wide spread (thus its ability to hit multiple targets), but the force of the blast is distributed among many small pellets that have less of a chance of puncturing armor.
The automatic rules that consume all remaining ammo also is a bit off given that automatic fire training emphasizes using short controlled bursts of about 3 rounds at a time.
Automatic weapons in Starfinder are modeled after the "spray and pray" style much more common in video games (fire in an area, not against a single target). For the record, there are projectile weapons in Starfinder that use short bursts against single targets. The 4th-level squad machine gun is a good example.
soulclaw |
Not a complete rebuttal, per say, but an attack roll doesn't represent your ability to contact the target, but instead your ability to contact the target and pierce its armor. Yes, a shotgun has a wide spread (thus its ability to hit multiple targets), but the force of the blast is distributed among many small pellets that have less of a chance of puncturing armor.
OK, good point, I hadn't looked at it that way. Originally I thought that Blast used the Full Attack penalties as well by default but after re-reading Blast I think that is not the case for a single pull of the trigger.
Shotguns are a complex weapon to model, at very close range there is no real spread at all and they inflict horrific wounds but as the range extends the damage lessens as the pellets spread apart.
Ravingdork |
I think the Maze-Core tech in AA (under Nuar??) allow you to combine two weapons into one. That could be pretty close to what you want.
I'm not sure that is compatible with grenade launchers since they don't use batteries.
Ravingdork |
I think the Maze-Core tech in AA (under Nuar??) allow you to combine two weapons into one. That could be pretty close to what you want.
I'm not sure that is compatible with grenade launchers since they don't appear to be considered powered devices.
Jimbles the Mediocre |
im surprised that we didnt see silencers in the core rulebook or AA
Eh, it's a fairly niche item. After all, what does a silencer do, in game terms? It would probably increase the DC of Perception checks to "hear the sound of battle", which is typically a DC 0, modified by distance. How often does that check get made?
It also opens up some other questions - what weapon types and categories are eligible for silencers? Initially, I would think small arms, longarms, and sniper rifles in the projectile category. Does that mean other weapons (like energy weapons) are harder to hear, or don't have silencers for other reasons? The rules around Perception aren't granular enough to treat this with that level of detail, I think.
Then there's the question of what a silencer is, is game terms. The only current weapon modifications are magical fusions. Should there be a 'silent' fusion, or should there be a parallel, tech-based upgrade system for weapons?
Either way, if we do see something like silencers in the game, I would expect to see them in July, when the Starfinder Armory is published.
BretI |
I would expect a silencer to be done as a weapon fusion rather than an add-on. Wouldn’t need a different method depending on gun — it would even work with sonic weapons because Magic!
I would like to see things like mono-wire whips, garrotes, etc.
I would also like to see ‘folding’ weapons like the lances from Andromeda or Babylon 5. Smart memory alloys in combination with nanites should allow for some very interesting weapons that are difficult to detect.
Targeting lasers especially combined with smart bullets or personnel missiles are another thing that is missing. Shine the light on the target, the munitions use that to home in.
Ikiry0 |
Eh, it's a fairly niche item. After all, what does a silencer do, in game terms? It would probably increase the DC of Perception checks to "hear the sound of battle", which is typically a DC 0, modified by distance. How often does that check get made?
It might just be my experience with Shadowrun but 'A damn lot'. The last things PCs want when attacking somewhere is to end up with the entire area alerted and coming for them rather than being able to engage in reasonable amounts.