The message board is getting real uppity with all these Guests...
Currently my issue has zero connection to what real stun weapons do. My issue rests with the seemingly superior game mechanic stun weapons employ over other weapons.
Anonymous said:
I think the issue with stunners then, is really this: how realistic do you want their effects to be, because if they model reality well, they are going to be extremely effective indeed.
Personally I have a couple ideas in mind but none are concrete yet. Stunners should be a deterrent but not a game ender. There are two areas that I see that are the source of the issue:
1) As Alex Greene stated above, crowd control shouldn't have to be handled with lethal rounds to present a high enough threat for people to 'back down'. If non-lethal force was used for crowd control, the Riot Squad would have a crowd of collapsed, sleeping people. Once they woke up they wouldn't be any worse the ware though, as other than be forced to take a quick cat nap, there is no threat.
The stun mechanic is too "On/Off". Since having an unconscious character during a deadly engagement where your opponent could simply do what they wish with your knocked out character, then the effect becomes too much.
So therefore, I think that stun damage needs to be looked at again. Firing lethal ammo at a crowd or person has a trackable, in game effect... their actual stats are reduced. With stun you are either Ok or knocked out. So a system where the stun damage is trackable (does not necessarily have to follow the same lines as lethal damage) would be helpful.
2) The effect itself knocks out the target(s) with a single Endurance check for at least 1 minute (as per the rules of being knocked unconscious). Actually the rules don't really say anything about the unconsciousness of stun. I get the 1 minute rules from the Unconsciousness paragraph, page 74. This also needs to be looked at because I feel it is somewhat of an excessive consequence for being 'stunned'.
The first thing I would change and try is to make the stun mechanic work the same as it currently does with Endurance check an all, but instead of being completely knocked unconscious the target is 'disorientated' for 1d6 rounds. Disorientated = can only perform minor actions.
But the above still doesn't answer the first issue of having that in game consequence to keep someone from wanting it to happen to them.