Proton torpedos vs fighters, working as intended?

By Aetrion, in Star Wars: Age of Rebellion RPG

9 hours ago, Aetrion said:

I just ultimately don't believe in trying to balance everything through narrative means. Sometimes you're simply going to be playing a game where proton torpedoes aren't in short supply. Realistically the reason torpedoes aren't used against fighters is simply that they aren't agile enough, not that every single fighter that has them suffers from constant supply shortages.

I mean why doesn't the Empire use them all the time? After all they treat 50,000 credit TIE Fighters as a disposable fighter defense, so why not torpedoes?

I do tend to agree with what Aetrion is saying here. 'Narrative' should not be used to cover up for bad mechanics.

Now that said, one of the things I have learned is you cannot divorce 'Narrative' from the 'Mechanics' in an RPG. By definition a roleplaying game has to include narrative ramifications for character actions and events. This means sometimes torpedoes are not used to kill TIE fighters because they are in short supply or because the mission requires them to be used against the cargo supply ships rather than against their escorts. In other words, the narrative is part of the mechanics of this game and should not be dismissed.

Ultimately, I don't find proton torpedoes and their relatively low cost to be a huge hole in the mechanics of the game. The prices were perhaps not as well vetted as they could have been given what they represent, but there are rarity mechanics that can and should be used. On flip side, I also wouldn't have an issue at all if my GM made torpedoes harder to use against smaller craft (perhaps increasing the difficulty against targets sil 3 or lower). It does put more burden on the GM to craft encounters and scenarios that is for sure.

21 hours ago, Daeglan said:

That is what the gunnery check is about. We have given you many many many ways of dealing with them. The reality is in war ordinance is not always readily available. Star Wars is based off of WWII where ordinance was not readily available. While yes the US was a manufacturing powerhouse getting stuff from the US to Europe was incredibly difficult. I get you don't like it. But that is the way the game is set up.

Also I gave you a raw reason for doubling or even quadrupling the price. That is not narrative that is a core mechanic for handling the economy. Why you are turning your nose up to a valid reason to make a proton torpedo that you are complaining is cheap I do not understand. You do realize in this game the prices listed are not necessarily the price you pay per the rules? This is a mechanical thing. Not narrative.

I agree, I starting to feel that we're getting past constructive discussion for this topic.