A little backstory:
Out group consists of relatively experienced characters with 310 earned XP. We started off as Rebel recruits, but have since evolved into free running operatives operating a Light Freighter. The game is a mixture of AoR/EotE where we do the odd smuggling job that mixes with hits on imperial bases.
My charcter is Human (Ace) Gunner/Chamer, who has 4 Presence and 3 in AGi, Willpower and Cunning. I have most of the Gunner tree filled out. My character is the captain, but he is usually in the gunner seat. I took a 4 in Presence with my Gunner Dedication and have branched into social stuff afterwards.
Another player is a Chadra Fan (Engineer) Mechanic/Pilot with 5 Agi and 4 Intelligence. He is our hacker, mechanic and pilot baked into one.
Another player is a Gank (Hired Hun) Enforcer/Gadgeteer with 4 Brawn (now 6 due to armor and mechanical arms) 3 Agi and Willpower. He is the party tank and my right hand man in social encounters.
The argument
My character uses a Jury Rigged Heavy Blaster Rifle and a Cybernetic Retina implant for +1 advantage on Ranged [heavy] checks. The Chadra-Fan carries a generic blaster rifle and pistol and the Gank uses a Shield (modded with concussive quality) and a Vibroblade.
- Note that we all agreed that Jury rigging Autofire was broken and the rifle has been rigged for damage instead.
The ST is constantly complaining that Autofire is too good and that landing a 2-4 advantage Autofire on is too easy and it allows my character to vaporize all but the toughest opposition with my 3 yellow dice. He has come with all sorts of house rules to make enemies tougher, the latest one being that non-minion enemies need to receive a 150 crit on the table to die (but for NPCs previous crits increase the crit multi by +10 per severity instead of flat +10).
Naturally I am pretty pissed with that. I find it pretty ridiculous that if someone comes in short range of me I have to hit him at least 4 or 5 times before he drops dead. If it was a dangerous Nemesis like a Jedi, a rancor or something similar it would make some sense, but at the moment your average Strorm Trooper sergeant takes at least 2 actions of dedicated full auto fire before he drops dead. And that's with average-to-good dice.
Considering that I've invested around 200xp into the gunner specialization I expect to be able to vaporize people Autofiring them with my Heavy Blaster Rifle, but he thinks that an ordinary Blaster Rifle modded for damage would already good enough to emphasize my character's prowess with weapons and that Autofire is just a broken mechanic I am abusing.
On the other end of the spectrum is our Chadra-Fan, who is basically solving most of our non-combat problems with his high Computers and Mechanics. His 5 agi allows him to consistently hit with his blaster Rifle without putting any ranks in the skill itself and he is pretty happy with that. The gank was having some difficulty as a melee character, but after he lost his arms and we replaced them with new ones + bought him Brawn enhancing armor he is able to reliably stun one NPC or occasionally deliver nasty criticals with his vibro sword.
The argument is getting bitter now. I don't want it to end our game, but at the same time I feel that while using Autofire is important for my character concept and his contribution in combat. Without that I'd be no better than the Chadra Fan in-combat, but without access to his wider skill set and abilities. I am trying to branch into a more social role, but we just started a premade adventure on the Arda planet and it looks like the next few sessions will involve a lot of combat encounters and Autofire arguments.
Help me with some arguments to present to my DM, so that he can create the encounters around the ability without introducing arbitrary house rules to keep the enemies alive for more than a turn.
Edited by Azmodael