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Are shotguns "the odd one out?"

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Inconnu

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« Reply #165 on: <02-11-13/1750:42> »
Perhaps those could be specializations? I actually like that a bit....

RHat

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« Reply #166 on: <02-11-13/1806:17> »
Eh.  Something to boost one's ability for precision fire and htings like that is better to be used as an addition to Adept Powers and/or Martial Arts.
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Aryeonos

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« Reply #167 on: <02-11-13/1836:43> »
No, I don't think that should be something I'm completely against the idea that only adepts can take the abilities, because it doesn't take super human magic to accomplish allot of these things. Using the gun itself is secondary to the way in which you use it, being a good shot and a quick one is in your muscle control and ability to understand the weapon as an extension of you, knowing where the shots are going to go and knowing how to handle the recoil. Proper shooting technique extends across the board to any gun you hold, but obviously you would learn more about the certain type of firearms you would be using in the process. I'll stand by the idea of a combined weapon/technique skillset.
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Mithlas

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« Reply #168 on: <02-11-13/2010:27> »
Hence a more flexibly applied martial art that revolves around guns instead of eschewing them. I do agree that you shouldn't have to be Awakened/cybered to be feared for your skill or power.

Han Solo from Star Wars dropped dozens of bounty hunters and Storm Troopers because he was quick on the trigger, pragmatic, and had just enough in terms of weapons to get him by. No need for a lightsaber, or a lifetime of a martial code like is implied may have been the case for Boba Fett as a mandalorian.

CanRay

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« Reply #169 on: <02-11-13/2012:47> »
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RHat

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« Reply #170 on: <02-11-13/2046:51> »
See, Adept powers are the backup if Martial Arts aren't made core.  And they should be.

And before anyone comes along thinking that the idea of a Martial Art for ranged combat is somehow wrong, there's a few martial arts all over the world that would like to talk to you - let's start with kyudo.

Skills for how your using them are a bad idea.  Full stop.  It intuitively won't make sense to a great deal of players, adds needless bloat, makes building characters more restricted rather than less, and doesn't solve any of the issues whatsoever.  However, the core of the idea, specifically introducing something so that different characters are good at using weapons in different ways, does ahve merit but needs s different implementation.
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Aryeonos

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« Reply #171 on: <02-12-13/1645:23> »
So how would you go about it? I am genuinely interested.
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PeterSmith

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« Reply #172 on: <02-12-13/1801:08> »
Me personally? I still lean towards a skill for each firing mode, though an arguement for SS and SA to be combined might sway me. If you're trying to use a mode for a skill you don't have, you take a penalty. For learning the new skill I'd imagine it's pretty straightforward, spend time at the range (as it were). If there are easy and difficult divisions for the purposes of learning I'd put all firearm skills in the easy category.
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RHat

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« Reply #173 on: <02-12-13/1815:39> »
So how would you go about it? I am genuinely interested.

Short version?

Precision Firing:  For SS/SA mode, boost weapon accuracy (thus a good marksman can do more with bad gear), alter Called Shot penalties to allow for "trick shots".  Maneuvers could allow for things like lining up successive shots (so that a partial Take Aim bonus could be applied to a second shot on a second target), enhanced quick draw, Mozambique/Failure-to-Stop firing, and so on.  Sharpshooting is in this category, because anything worth adding for one is worth adding for the other.

Controlled Bursts: For Short Bursts, allows a partial reduction in Burst Fire penalty and/or Accuracy loss if one exists.  Not sure on maneuvers, maybe something for more effective aimed bursts.

Hail of Lead: Full auto firing.  Enhances suppressive fire, defense penalties from wide bursts.  Maneuvers would be focused on a run-and-gun approach.

I'd need to know more about the new system to actually design something, though.
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Aryeonos

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« Reply #174 on: <02-12-13/1840:57> »
So you're thinking of using these as martial arts maneuvers, essentially, and holding to the gun skills as is, is that right?
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RHat

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« Reply #175 on: <02-12-13/2005:18> »
With some shuffling around to balance the skills - the skills, as they are, are not an issue.  Weapon groupings have a minor problem that is so close to being fixed it's hilarious, which means systemic changes to weapon skills is actually a bad idea - large changes bring in new problems and should only be used to correct large problems (so far as fixing things goes).

Adding something to allow further specialization is good, but having the skill you use to use the same weapon change from one circumstance to the next is a clunky system that would inhibit adoption and introduction.  Need to pull a different lever, basically.
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Aryeonos

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« Reply #176 on: <02-12-13/2156:10> »
huh, I can agree with that, in general I'd like to see a boost to base line player capability, not necessarily bigger dice pools or easier success just more realistic flexibility.

But honestly I'm quite happy with the idea we have going.
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Mason

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« Reply #177 on: <02-15-13/0032:49> »
So how would you go about it? I am genuinely interested.

Qualities allowing an additional bonus under certain situations. Like, +1 Accuracy/dice with Pistols when the target has not moved since your last action, call it "Hitting the Side of a Barn, Easy". Heheh

Or clump it with Martial Arts as Advantages.
« Last Edit: <02-15-13/0039:46> by Mason »

Aryeonos

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« Reply #178 on: <02-15-13/0202:42> »
10 karma for +1 dice pool to hit a stationary target sounds like a good deal...
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Novocrane

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« Reply #179 on: <02-15-13/0250:31> »
Quote
Like, +1 Accuracy/dice with Pistols when the target has not moved since your last action, call it "Hitting the Side of a Barn, Easy". Heheh

I call it "taking aim". ::)