A recent session with blast weapons made me think on the rules, which are pretty open on that one.
Basically, depending on the shot type, I rule different things:
- If the projectile aims at an area point (maximizing the number of targets affected by the blast), then a normal check is made (8). Missing, depending on the effect, means not affecting very much in the target area or/and affecting allies/himself. Success means hitting the target area but how close to the desired point depends on the positive effect. Generally I make it so that the higher effect, the more difficult to use cover vs this attack will be, using the center of the blast, sometimes effectively making enemies leave cover to get a better one vs the blast (dive for cover), but exposing themselves to the travellers.
- If the projectile aims at a single target, missing might result in the projectile not detonating in the vicinity. If the attack succeeds I again put the detonation point closer to the target, depending on the effect of the check. The target can again dive for cover (in case there isn't such between the impact and it). Vs targets as vehicles, I add the effect to the damage as usual - a hit there means it detonated on impact with the target. And obviously it has to make sense for the weapon to do so.
As an addition, if the traveller is attempting a difficult attack (obscured target zone, small opening to put the projectile through...) I increase the difficulty band. As you can see by using the normal skill checks and applying the circumstances of the situation pretty much anything can happen - something that is difficult to do in a strict rule system where even a miss was RULED (pointing at you DnD 3.0).
And you guys, how do you make it with the blast weapons?
Basically, depending on the shot type, I rule different things:
- If the projectile aims at an area point (maximizing the number of targets affected by the blast), then a normal check is made (8). Missing, depending on the effect, means not affecting very much in the target area or/and affecting allies/himself. Success means hitting the target area but how close to the desired point depends on the positive effect. Generally I make it so that the higher effect, the more difficult to use cover vs this attack will be, using the center of the blast, sometimes effectively making enemies leave cover to get a better one vs the blast (dive for cover), but exposing themselves to the travellers.
- If the projectile aims at a single target, missing might result in the projectile not detonating in the vicinity. If the attack succeeds I again put the detonation point closer to the target, depending on the effect of the check. The target can again dive for cover (in case there isn't such between the impact and it). Vs targets as vehicles, I add the effect to the damage as usual - a hit there means it detonated on impact with the target. And obviously it has to make sense for the weapon to do so.
As an addition, if the traveller is attempting a difficult attack (obscured target zone, small opening to put the projectile through...) I increase the difficulty band. As you can see by using the normal skill checks and applying the circumstances of the situation pretty much anything can happen - something that is difficult to do in a strict rule system where even a miss was RULED (pointing at you DnD 3.0).
And you guys, how do you make it with the blast weapons?