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.