Feedback on web weapons
Largely in agreement.
Largely in agreement.
That isn't complete agreement though, so is there anything you'd do differently?
I have given it more thought and another approach could be;
Pistol - blast (1), snare (0), very rare
Basic - blast (2), snare (1), rare
Grenade - blast (3), snare (1), rare
I was thinking of giving the grenade 'snare (2)' but it just seems too high a penalty to resist for a grenade in my opinion that could effectively 'take out' a boss with one toss
My main gripe though is grenade which seems over powered for a common item (blast 5, snare 2)
Edited by dava100Largely in agreement.
because I have yet to use this at the table, and reserve the right to withhold complete agreement until I have done so.
IMO, the blast radius on the basic webber is so high to make it very difficult to dodge the blast. If you aim directly at your target, they need an Agility bonus of 5 or higher to Dodge outside of the blast radius. It looks bizarre at first but I think it makes sense from that perspective.
Web grenades look terrifying -- I'll test them out to see how good they actually are. I'm a little surprised that none of my players have bothered to requisition any yet; my guess is that they were too distracted by the frag grenades to notice them
EDIT: As far as heavy webbers go, I'd rather see a burst-fire version of the basic webber than a "web-mortar" with huge blast radius.
Edited by Covered in WeaselsIMO, the blast radius on the basic webber is so high to make it very difficult to dodge the blast. If you aim directly at your target, they need an Agility bonus of 5 or higher to Dodge outside of the blast radius. It looks bizarre at first but I think it makes sense from that perspective.
I didn't know Ag bonus has an effect on the size of the blast radius you can dodge. Even so an average joe should have a chance to dodge so wouldn't reducing the radius a little still make sense?
I didn't know Ag bonus has an effect on the size of the blast radius you can dodge. Even so an average joe should have a chance to dodge so wouldn't reducing the radius a little still make sense?IMO, the blast radius on the basic webber is so high to make it very difficult to dodge the blast. If you aim directly at your target, they need an Agility bonus of 5 or higher to Dodge outside of the blast radius. It looks bizarre at first but I think it makes sense from that perspective.
In DH1, a successful Dodge check against a Blast weapon allowed you to move AgB meters away from the blast. If you made it out of the blast radius, you dodged the blast successfully; if you didn't move far enough to escape the blast, you still took damage from the explosion. I'm not 100% sure if they kept this wording in the DH2 beta, but I can't reference the rules at this moment to verify this.
As I pointed out in this thread ( http://community.fantasyflightgames.com/index.php?/topic/96141-the-problem-with-scattering-thrown-weapons/ ), an attacker with web grenades always hits (unless they jam) with only the amount the target needs to dodge changed by the BS roll.
Until the scatter rules change, even blast(3) is too powerful (60% of the time when you miss you still hit). I'd propose making them blast 1 or 2 to make them more balanced with the pistol and basic versions.
We're tweaking these in Update 5, which should appear today if all goes well. Take a look and let us know if they work better with the updated rules.
–Tim