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Old 01-10-2021, 03:32 PM   #12
Voren
 
Join Date: Jul 2008
Location: Ontario, Canada
Default Re: Melding Beam Weapons and Guns

Quote:
Originally Posted by Anders View Post
I'm thinking of melding the two skills. Currently Guns (Pistol) and Beam Weapons (Pistol) default to each other at -4. Which means that you can use your gun's laser sight on someone with full skill, but move the laser downstairs and amp it up and you are suddenly at -4 to skill. That sounds weird, and GURPS has too many skills anyway. What do you think?
I think this sounds fine, with the usual TL/specialization/familiarity adjustments - provided the general operation of the beam weapon is similar to a gun. Star Wars blaster pistol to Glock? Sure. Glock to Zoltarian Gravitic Degluonator (forelimb mounted, vibration activated) not so much. Even a canonical treatment of a Star Trek TNG hand phaser would seem to justify a different skill, or perhaps a unique specialization (how do they aim? By guess?).
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