Re: Melding Beam Weapons and Guns
There was a Pyramid article that tried to simplify the Guns skill. It basically got rid of the existing specializations, and replaced them with how you hold/use the weapon: Pistol, Long Arm (i.e. rifles), and Shoulder-Mounted.
It then went to add a whole bunch of cumulative familiarity modifiers: caliber, ignition, action/mechanism (automatic vs pump), handling, sights, feed, etc. I'd have to re-find the article to get the full list and nuances.
Personally, I think this method works perfectly fine for adding Beam Weapons into the mix as well. Just plug in where a beam weapon differs from a non-beam weapon into the familiarity penalty lists. You can even distinguish between beam weapons if a laser is different from a blaster or sonic disruptor.
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