Tier-based Weapon List

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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Viewing_Glass
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Re: Tier-based Weapon List

Post by Viewing_Glass » Sat May 25, 2013 2:24 am

I would also like to suggest that the Anti-Matrix for melee weapons be revised. Sure, its great if you get to sneak up on a robot, but relying on a crit to accomplish the purpose of Anti-Matrix kind of stinks.

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Dance_Explosion
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Re: Tier-based Weapon List

Post by Dance_Explosion » Tue May 28, 2013 12:50 pm

ya i honestly hate "on crit" effects, even more when they are pretty much "on crit win" not to mention the anti-matrix part doesn't even do anything most of the time unless you crit, other then +2d10 damage.

Also with all the defensive buffs, ROF weapons are now like shotguns, good on the light armor not so hot on heavy armor.

:rwalk:
Ask me about shamanism, i can FAQ it for you.

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uSea
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Re: Tier-based Weapon List

Post by uSea » Tue May 28, 2013 5:31 pm

I'll ask Kkat about changes to melee anti-matrix. I could see something like more AX damage per hit (maybe 4d10?) and either no or a minor crit effect (like an extra 2d10 AX damage on a crit).

Does anyone have suggestions for how Anti-Matrix melee could be changed?

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Dance_Explosion
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Re: Tier-based Weapon List

Post by Dance_Explosion » Tue May 28, 2013 5:51 pm

Honestly, making it work more like the ranged anti-matrix, were it does a chunk of the Anti-matrix damage, and just gets multiplied by a crit like normal damage that way its not just a crit to win effect and it matches better with how anti-matrix works over all.
Ask me about shamanism, i can FAQ it for you.

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Viewing_Glass
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Re: Tier-based Weapon List

Post by Viewing_Glass » Tue May 28, 2013 5:58 pm

Honestly, I really don't see the reason why ranged Anti-Matrix and Melee Anti-Matrix should be any different. Just make Melee Anti-Matrix be the equivalent of Anti-Matrix (Light). In fact, this offers up a unique mod for the Thunder Axe: Something that allows the Thunder Axe to do straight up Anti-Matrix damage to targets that are susceptible to such damage.

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uSea
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Re: Tier-based Weapon List

Post by uSea » Wed May 29, 2013 7:31 pm

Viewing_Glass wrote:Honestly, I really don't see the reason why ranged Anti-Matrix and Melee Anti-Matrix should be any different. Just make Melee Anti-Matrix be the equivalent of Anti-Matrix (Light). In fact, this offers up a unique mod for the Thunder Axe: Something that allows the Thunder Axe to do straight up Anti-Matrix damage to targets that are susceptible to such damage.
Shotgun Pulse Slugs are the only non-explosive weapon to use Anti-Matrix (light). All other ranged sources of Anti-Matrix damage come from special (and usually rare and expensive) explosive ammo types. If melee Anti-Matrix dealt (30++++) AX damage per hit then the regular damage would have to be lowered to compensate. Getting an extra 50ish damage on every hit (even against a specific enemy type) has to come with a penalty somewhere.

As I said, I'm in favour of melee AX being less crit-based but I don't think making it the same as ranged AX (which only comes from special ammo types) is the solution.

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Dance_Explosion
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Re: Tier-based Weapon List

Post by Dance_Explosion » Mon Jun 03, 2013 12:54 pm

i don't think that the AX damage needs to be nerfed at all, at worst you could just raise the AP cost on the two melee/unarmed weapons that have this effect.
Ask me about shamanism, i can FAQ it for you.

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uSea
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Re: Tier-based Weapon List

Post by uSea » Mon Jun 03, 2013 8:04 pm

I've talked with Kkat about the melee Anti-Matrix rules and we decided to leave them as they are. An ability that gives a super critical effect vs a certain enemy type is pretty good, it's like a more specialised version of the enhanced crit damage from a magic weapon.

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uSea
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Re: Tier-based Weapon List

Post by uSea » Sat Jun 08, 2013 7:59 am

Expanded (experimental) Weapon Mods
I've added an experimental set of ranged weapon Mods to the Tiered list inspired by Madd_Mod's ideas.
There are also optional rules for using Mechanics (or another suitable skill if its high enough) to install the Mods or to even make your own from a list of components. Melee weapon mods are being worked on at the moment.
https://docs.google.com/spreadsheet/ccc ... Rnc#gid=30

Godna
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Re: Tier-based Weapon List

Post by Godna » Thu Sep 05, 2013 10:43 am

uhh...looking at your damage vs DT for melee weapons at least...and perhaps shotguns...one perk definitely throws things out of whack in a major way.


Piercing Strike/hoof(shotgun surgeon?) because they ignore a not unsubstantial amount of DT. It rather severely realigns things back toward lower AP weapons. I know that perks already have a pretty massive effect upon your table, but none quite so much as that little one right there does in one rank.

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