I am going to start testing a new rule to address what I feel is poor damage from Pistols. Disruptors are not considered in this, as they almost never show up in my game. Humans have a standard Brawn of 2 which means that naked they have a soak of 2. Weapons always do at least +1 damage over base in the rules because the success which makes the Hit Result is counted so the Hold-Out blaster having a 5 base damage is always at least a 6 in practical use, but will run into a minimum of 2 Soak almost always and therefore is actually 4. Guns are a tool designed to kill. When set for Stun, the idea is to incapacitate so as to not endanger the Stunner by having a Stunnee needing to be zapped 20 times before they fall. A pistol designed in such a way as to not be lethal makes little sense to me. In practical use I find that my players who take a Carbine or bigger tend to drop foes in one hit, but the pistol-wielding characters are always in protracted slogs because their lethal weapons aren't lethal. I like the idea of a bigger weapon dong more damage, but I don't like the idea of ineffectual weapons. Ineffectual weapons push players to want the gun that will drop the enemy, and therefore it encourages Power Creep via Gear.
I'm not a fan of "Tree Chopping," or combats in which it's about whittling down your foe round after round. I would rather the firefights be more misses but with the hits being significant.
Preliminary Rule Verbiage:
All Pistols do a Base Damage of 9
Extra Damage for Successes is only possible if the number of successes rolled is greater than the difference between the weapon's RAW damage and 9. Therefore a Hold-Out Blaster user would have to roll 5 Successes to get 1 extra Damage (5 + 5 = 10 which is +1 over 9). Attachments and Mods that give the pistol more damage simply lower the number needed to be able to count extra Successes as additional Damage, unless the Attachment or Mod Would Take the damage of the Pistol over 9 Damage Base.
Effects:
- Higher Base Damage means that PC's, Rivals, and Nemesis characters will be less resistant to Pistol Damage, which should increase lethality.
- This will result in Players needing to be aware of the danger of Blaster Weapons and especially of Blaster Weapons used on targets who aren't moving, have no cover, etc.
- Criticals become Less Important for determining success in hits with Pistols, as damage alone will be a viable option instead of relying on the need for a Critical Hit with a low-damage Blaster Pistol. The game seems to have been designed with Critical Hits as the equalizer for many low-damage weapons, but this still puts the low-damage blasters as Lucky Shot weapons. Meanwhile players toting long guns or heavier will wholesale destroy the enemy with standard damage alone.
- Necessitates use of Favorable and Unfavorable modifiers to hit as the average character can be gravely wounded by even one hit from a Blaster Pistol at a damage of 9.
Possible Downsides:
- Critical Hit chance improved by Talents may affect outcome if weapon was designed to trigger criticals easily but now does extra damage too.
- Minions will tend to die in Multiples unless hardened, and will be rendered less effective than in RAW.
- More Calculation and Clunk.
- NPC's with such weapons will hit harder and will Kill PC's not able (or not willing) to respect the lethality of the weapon.
Before I put this into test I was hoping for some input on possible good and bad that you can foresee associated with using this house rule. Thank you for any feedback.