11-19-2019, 11:12 PM | #1 |
Join Date: Mar 2016
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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.
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11-20-2019, 06:49 AM | #2 |
Join Date: Jun 2013
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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.
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11-20-2019, 09:45 AM | #3 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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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:
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.
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11-20-2019, 10:17 AM | #4 |
Join Date: Jul 2007
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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.
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11-20-2019, 11:57 AM | #5 | |
Join Date: Dec 2012
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Re: Why are Beam Weapons defaults so much harsher than Guns defaults?
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11-20-2019, 12:59 PM | #6 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Why are Beam Weapons defaults so much harsher than Guns defaults?
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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. |
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11-20-2019, 03:03 PM | #7 |
Join Date: Jun 2006
Location: On the road again...
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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.
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11-20-2019, 04:14 PM | #8 |
Join Date: Jul 2007
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Re: Why are Beam Weapons defaults so much harsher than Guns defaults?
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!")
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-- Burma! Last edited by cptbutton; 11-27-2019 at 06:45 AM. |
11-20-2019, 04:50 PM | #9 | ||
Join Date: Jun 2013
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Re: Why are Beam Weapons defaults so much harsher than Guns defaults?
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