Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 11-19-2019, 11:12 PM   #1
awesomenessofme1
 
Join Date: Mar 2016
Default Why are Beam Weapons defaults so much harsher than Guns defaults?

I don't see any reason why Guns (Pistol) should default from Guns (Rifle)-2 when Beam Weapons (Pistol) defaults from Beam Weapons (Rifle)-4. If anything, it seems to me like it would be easier to shift between different types of beam weapons.
awesomenessofme1 is online now   Reply With Quote
Old 11-20-2019, 06:49 AM   #2
Varyon
 
Join Date: Jun 2013
Default Re: Why are Beam Weapons defaults so much harsher than Guns defaults?

It's largely a function of there being an excessive number of Guns skills, but only three Beam Weapons skills. It may also be a simplification (Pistol would probably default to SMG at -2 but to everything else at -4). Using the much better rules from "Alternate Guns Specialties and Techniques" (Pyramid #3/65) consolidates the Gun skills into only 3 - Pistol, Long Arm, and LAW - with each defaulting to each other at -4, matching up much better with the way Beam Weapons works.
__________________
GURPS Overhaul
Varyon is online now   Reply With Quote
Old 11-20-2019, 09:45 AM   #3
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Why are Beam Weapons defaults so much harsher than Guns defaults?

This may be an oversight in the change from 3e to 4e. In 3e, there were three gun-type skills:
  • Black Powder Weapons, which applied to all black-powder small-arms, irrespective of type, although familiarity mattered.
  • Guns, which applied to cartridge small-arms, and had defaults of -4 to different types.
  • Beam Weapons, which required specialisation and had a default of -4 between types.
In High-Tech for 3e, Black Powder Weapons and Guns were given extensive lists of specialisations and defaults between them, many of them much easier than -4. There isn't a similar list of specialisations for Beam Weapons in either of the Compendiums, Ultra-Tech or Ultra-Tech 2 for 3e; there is one in Space for 3e, although it does not cover all the types in Ultra-Tech, nor does it specify defaults between them.

So it may be that the lists from 3e High-Tech got imported into the 4e Basic Set, during which Black Powder Weapons was merged into Guns, but Beam Weapons was left alone.
johndallman is offline   Reply With Quote
Old 11-20-2019, 10:17 AM   #4
cptbutton
 
cptbutton's Avatar
 
Join Date: Jul 2007
Default Re: Why are Beam Weapons defaults so much harsher than Guns defaults?

Digressing, I recall the GURPS Vorkosigan Saga playtest had separate skills for stunners, nerve disruptors, and plasma arcs, the three standard hand weapons in the setting. I questioned the choice of the skills in the templates for officers versus enlisted men, which seemed odd to me.

In the published version, they were all rolled into a Bean Weapons skill, making my objections moot.
__________________
--
Burma!
cptbutton is offline   Reply With Quote
Old 11-20-2019, 11:57 AM   #5
Prince Charon
 
Prince Charon's Avatar
 
Join Date: Dec 2012
Default Re: Why are Beam Weapons defaults so much harsher than Guns defaults?

Quote:
Originally Posted by cptbutton View Post
Digressing, I recall the GURPS Vorkosigan Saga playtest had separate skills for stunners, nerve disruptors, and plasma arcs, the three standard hand weapons in the setting. I questioned the choice of the skills in the templates for officers versus enlisted men, which seemed odd to me.

In the published version, they were all rolled into a Bean Weapons skill, making my objections moot.
I'm sure 'Bean' Weapons is a typo, but it also sounds like an interesting (or funny) idea. Something for Bio-Tech, maybe?
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
Prince Charon is offline   Reply With Quote
Old 11-20-2019, 12:59 PM   #6
Mark Skarr
Forum Pervert
(If you have to ask . . .)
 
Mark Skarr's Avatar
 
Join Date: Feb 2005
Location: Somewhere high up.
Default Re: Why are Beam Weapons defaults so much harsher than Guns defaults?

Quote:
Originally Posted by Prince Charon View Post
I'm sure 'Bean' Weapons is a typo, but it also sounds like an interesting (or funny) idea. Something for Bio-Tech, maybe?
I, too, am interested in these heretofore-unknown "bean" weapons.

Myself, for most games, I usually expand beam weapons a little further. I'll usually have Beam Weapon (Laser Pistol) and Beam Weapon (Blaster Pistol) as, in many of my games, the two are not identical. Basically, I break it into "beam weapons that don't have recoil," "beam weapons that do have recoil," and "beam weapons that are otherwise unusual."

I also add "Gunner (Starship)" and the like for events when the characters are using a fire-control system and not directly interacting with the weapons. I also use "Gunner (BattleMech)" for the same reason.

To be honest, I think "bean" weapons would be a specialization of the Guns skill.
Mark Skarr is offline   Reply With Quote
Old 11-20-2019, 03:03 PM   #7
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: Why are Beam Weapons defaults so much harsher than Guns defaults?

I tend to use four Beam Weapon specialties for Beam Weapons:

Pistol = Any one-handed directed energy weapon
Rifle = Any two-handed directed energy weapon used in the traditional long arm sense, whether fired standing or prone
Squad Support Weapon (SSW) = Any two-handed directed energy weapon fired "from the hip", most often (but not always) with high Rates of Fire (10! to 66!); can also be called "Assault Cannon"
Wrist Gun = Any directed energy weapon that's worn strapped to the wrist or forearm rather than held in the hands.

For the most part, I've kept the -4 between them. I've considered using -2 between Pistol and Wrist Gun, and between Rifle and SSW, but keeping the -4 between the other types.


For Guns, I use the three specialties from the Pyramid article* and Wrist Gun (seen in a sidebox in High-Tech), though I generally don't use the Autofire technique. I haven't messed with typical defaults yet, though I put Wrist Gun at -2 from Pistol and -4 from the other two, and vice verse.


Gunner, I generally leave alone.


Most of the time, I don't have players using weapons they aren't trained in, so the defaults don't really matter except during chargen by people squeezing every little bit of optimization they can.



* I use the four specialty spread in my games, though in my Marvel Reboot project I'm sticking primarily with the Basic Set.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
Phantasm is online now   Reply With Quote
Old 11-20-2019, 04:14 PM   #8
cptbutton
 
cptbutton's Avatar
 
Join Date: Jul 2007
Default Re: Why are Beam Weapons defaults so much harsher than Guns defaults?

Quote:
Originally Posted by Prince Charon View Post
I'm sure 'Bean' Weapons is a typo, but it also sounds like an interesting (or funny) idea. Something for Bio-Tech, maybe?
Actually those are over in the extremely rare GURPS Ninja High School with the endless rivalry between Professor Steamhead ("The World Will Be Saved By Steam!") and Professor Beanhead ("The World Will Be Saved By Beans!")
__________________
--
Burma!

Last edited by cptbutton; 11-27-2019 at 06:45 AM.
cptbutton is offline   Reply With Quote
Old 11-20-2019, 04:50 PM   #9
Varyon
 
Join Date: Jun 2013
Default Re: Why are Beam Weapons defaults so much harsher than Guns defaults?

Quote:
Originally Posted by Phantasm View Post
Pistol = Any one-handed directed energy weapon
Rifle = Any two-handed directed energy weapon used in the traditional long arm sense, whether fired standing or prone
Squad Support Weapon (SSW) = Any two-handed directed energy weapon fired "from the hip", most often (but not always) with high Rates of Fire (10! to 66!); can also be called "Assault Cannon"
Wrist Gun = Any directed energy weapon that's worn strapped to the wrist or forearm rather than held in the hands.
Wrist Gun probably is distinct enough from Pistol to justify a separate specialization, although as you note it probably has a more favorable default with Pistol than elsewhere. I considered SSW (although I would have just called it Support; if I opt to use it, totally stealing your name for it) for my DEW skills thread (which I made largely due to thoughts stirred up by this thread), but it seems like its use wouldn't be that distinct from a rifle fired at the hip, it just lacks the ability to be shoulder-fired (although I could see a folding bipod that lets you set it up as a crew-serviced weapon, potentially allowing such). That feels more like Familiarity than a separate skill.

Quote:
Originally Posted by Phantasm View Post
For Guns, I use the three specialties from the Pyramid article* and Wrist Gun (seen in a sidebox in High-Tech), though I generally don't use the Autofire technique. I haven't messed with typical defaults yet, though I put Wrist Gun at -2 from Pistol and -4 from the other two, and vice verse.
If you use SSW for beam weapons, I'd suggest using it for Guns as well, at least if your setting has weapons like the modified man-portable M134 from Predator and Terminator 2, or the M56 Smart Gun from Aliens. This does create a bit of an imbalance between Beam Weapons and Guns (4 skills vs 5 - or 3 vs 4 if you fold SSW into Rifle/Longarm), but that's because there really isn't a Beam Weapon equivalent to LAW (although I suppose you could make a shoulder-carry heavy beam weapon, but it would feel kind of forced). Reintroducing Projector can rebalance things, although as I note in the other thread that seems like it should be a Technique, or at least just a Familiarity.
__________________
GURPS Overhaul
Varyon is online now   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:39 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.