Annatar Giftbringer
Emperor Mongoose
What are people's opinion on burst-fire?
I myself feel that it's a bit weird that a burst of four bullets increases damage so little compared to single-shot, Though I understand that it takes recoil and bullet-spread in account as well as being a simplification for gaming purpose and tied to armor-penetration in a way that makes it tricky to fiddle with too much.
I have a few ideas and suggestions on alternative burst-rules, but I'd love to hear other people' ideas first.
My main issue with burst fire though is that it doesn't matter which weapon bursts, the damage-bonus is always the same. For a weak weapon, 1-2D, this bonus is significant, for a 3D rifle it's ok, but when we look at 4D and above it starts to feel not worth it... Sure, every shot in the burst won't hit perfectly, but for the old version of PGMP it just gets silly when base damage is 10D or more and a four-shot burst only adds 4 to that. Even a near miss should hurt more than +1 damage, or?
The problem is how to adjust burst-damage without making armor completely useless... I had one though about making burst-damage 1 per full 2 damage dice, meaning that a 2D weapon with auto 4 deals 1x4 extra damage, a 3D auto 6 deals 1x6 extra, but a 4D gauss gun auto 4 deals 2x4 extra, a 6D auto 8 3x8 and so on, but I think I'll have to increase armor for that to work - or let this extra damage only be applicable to unarmored targets, and use the regular rules for armored ones.
I myself feel that it's a bit weird that a burst of four bullets increases damage so little compared to single-shot, Though I understand that it takes recoil and bullet-spread in account as well as being a simplification for gaming purpose and tied to armor-penetration in a way that makes it tricky to fiddle with too much.
I have a few ideas and suggestions on alternative burst-rules, but I'd love to hear other people' ideas first.
My main issue with burst fire though is that it doesn't matter which weapon bursts, the damage-bonus is always the same. For a weak weapon, 1-2D, this bonus is significant, for a 3D rifle it's ok, but when we look at 4D and above it starts to feel not worth it... Sure, every shot in the burst won't hit perfectly, but for the old version of PGMP it just gets silly when base damage is 10D or more and a four-shot burst only adds 4 to that. Even a near miss should hurt more than +1 damage, or?
The problem is how to adjust burst-damage without making armor completely useless... I had one though about making burst-damage 1 per full 2 damage dice, meaning that a 2D weapon with auto 4 deals 1x4 extra damage, a 3D auto 6 deals 1x6 extra, but a 4D gauss gun auto 4 deals 2x4 extra, a 6D auto 8 3x8 and so on, but I think I'll have to increase armor for that to work - or let this extra damage only be applicable to unarmored targets, and use the regular rules for armored ones.