Re: tech code blues
In reply to #1471 Re: (1469) Re: tech code blues by Brent L. Woods
Replies:
- #1483 Re: (1477) Re: tech code blues by Brent L. Woods
"Brent L. Woods" [email removed] writes: > > How about a laser? Now, *that's* a weapon that requires careful > aiming. Not to mention the problems one would have if one trained > with weapons from the tech level just *below* that of the introduction > of man-portable laser weapons (actually, I consider them to only be > semi-portable, since the power pack is so heavy and unwieldy). Imagin > having to adjust to a weapon that feels different, has different > aiming characteristics (you don't have to allow for drop, or lead a > moving target), and has no recoil at all. That's why there are different skills for different types of weapons. If one trained on lasers which were not man-portable, the skill one would have is Heavy Weapons (Lasers). There is, as Brent points out, a big difference between lasers (no drop, no recoil, no leading a moving target) and, say, an ACR (with all three). Therefore, there are the separate skills Combat Rifle (usable on all sorts of rifle, from bolt-action to gauss) and Hand Lasers (usable on all sorts of portable lasers). Personally, I'm not sure if laser pistols and laser rifles/carbines would need separate skills; in the rules, they don't. > What, you may ask, is the point of all this? Well, that's a good > question. I was beginning to wonder myself. Upon reflection, though > I think I'm saying that there should only be a penalty *where > appropriate*. Appropriate places would be where the higher-tech > weapon is of a different type (e. g., lasers versus slug-throwers), and > where the weapons require a high degree of precision (e. g., single- > projectile slug-throwers [pistols, carbines, rifles] and laser weapons). Different type means different skills. There isn't a penalty; perhaps the referee may allow a portion of, say, a character's Laser skill to be used on slug throwers, otherwise the character gets skill 0. High precision weapons use an otherwise unmodified roll; rapid-fire weapons get a bonus for auto-fire. (I still prefer Ye Olde Traveller, or Striker, where each weapon had its own DEX modifiers - DEX 6 incurred a penalty on precision weapons like pistols, but not on easier weapons like SMG's.) - -- "Keyboard? How quaint!" - M. Scott Adrian Hurt | JANET: [email removed] UUCP: ..!ukc!cs.hw.ac.uk!adrian | ARPA: [email removed]