Time for the second block of hopefully usefull improvement suggestions.
As before, I first wanna run them through the best filter alive - you.
As lifetime is quite limited - there we go:
1.) Armour now limit the useable Agility Bonus - this is a really really good addition.
But it does not limit the use of Agility itself ?
Means the Agility 82 Assassin is stuck on Agility 2 in his feudal plate, but can still jump around with his evasion like being naked ?
--> if the own Agility Bonus exceed the limitation, there should be a penalty on any Ag-related tests also, at least -10, at worst -10 per point over the limit
2.) why don't have "Storm" Weapons any benefit for pinning ?
--> they should get a bonus of any sorts, mainly for realism.
I think double bullets used in suppressive fire is even more scary than "normal" one
3.) There is no way to resist "Sapping"
--> there should be a Toughness Test to at least be able to limit the negative effect
Like: Toughness -X (Sapping (2) would lead to -20) --> a success would prevent the fatigue
4.) Melta should remain as it was - double Pen at close distances
In the way it now is, it shouts for being abused by melting ANYTHING
5.) A Hand Cannon is almost as Bad-Ass as a Bolt Pistol ???
--> really, come on. We are talking about a bolt pistol. It is.a.bolt.pistol.
Emperors prefered instrument of doom. The Hand Cannon should have slightly less damage (+5 instead +6 at least).
6.) Nearly ALL Melee Weapons should get the Strength Bonus added
--> it makes no sense to exclude from a lot of them which have it excluded right now (knife, Eviscerator, Great Weapon, Staff...)
--> if giving +Strength Bonus would be to much in sum, reduce the base damage a little
7.) I think it can be quite critical to tie the Agility Bonus to Melee RoF
--> RoF should be a fixed value. Otherwise htere will be jumping-around-ninjas everywhere
in the future
8.) As mentioned in another thread, Burning (X) is too easily put out, even if X is a quite high value
--> only be able to put out a certain amount of X with the DoS of a corresponding tests
9.) no saving throw against crippling ?
--> should be Toughness (-X), where X is the taken damage from the hit after reduction from armour/Toughness *5
If there is no saving throw, Master enemies are too easily crippled down
10.) I prefered the old Unbalanced / Unwieldy differentiation...but maybe thats just me...
What do you think ?