*waves* Hello Eclipse Phase community. My friends and I have decided to try out a campaign and, being long time d20 players, we are a little lost at times. So, any help would be appreciated.
Anyway, the question I have right now concerns modifying weapons and armor using the Hardware skill. I haven't been able to find any sort of guidelines in any of the books or on the forum. Perhaps it's me being stuck in the d20 world of defined rules, but I'd like at least some objective guidelines about what kind of modifications can be made and at what difficulties. Can I change a Seeker Rifle's rate of fire to burst-fire? If I can, what magnitude of difficulty does it entail? -10? -20? Can I use smart materials to create a collapsible shield attached to my arm? Or is modifying weapons and such completely dependent on the storyteller's prerogative? Any ideas and help is appreciated?
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Intro and question about modifying weapons
Sun, 2011-04-10 21:10
#1
Intro and question about modifying weapons
Sun, 2011-04-10 21:25
#2
Re: Intro and question about modifying weapons
No rules. It's GM purview, and probably not a great idea to screw with unless you have a strong grasp of the game balance. :)
In other news, you want to burst-fire rockets? Hehe.
Sun, 2011-04-10 21:47
#3
Re: Intro and question about modifying weapons
Remember EP is still young :) Some of those books just aren't out yet. I would agree, play with the game 'as written' until you get a sense for it. Watch sources like The Eye for fan-made rules and see if you get what you want in Panopticon. If none of those suffice, when you feel more experienced, feel free to play with them more.
Sun, 2011-04-10 23:36
#4
Re: Intro and question about modifying weapons
*nods* Thanks for the input. I'm still just a little disappointed though. Leaving things like this to the storyteller keeps it flexible, but it also means I need to talk to the storyteller to see if he approves ever time I want to make a modification. *shrug* I'll deal with it.
Also, yes, I want to burst-fire rockets. If i could manage it, I'd make all the missiles fire at the same time. *overly-dramatic space marine like voice* I will overkill my enemies with a storm of MISSILES!!
Sun, 2011-04-10 23:54
#5
Re: Intro and question about modifying weapons
It depends on how you want to play the game. There's no *need* for weapon/gear mods, though some people enjoy optimizing every little thing. I feel like they at least attempted to keep the weapons simple, because it can get pretty distracting. It's not necessarily a combat game, after all.
Mon, 2011-04-11 22:44
#6
Re: Intro and question about modifying weapons
actually you basically already can burst fire missiles if you A:have missiles that don't need a launcher or B: have multiple launchers. All you have to do is set your muse to set the targeting for each and bingo you have a few dozen misses firring at different targets all on thought control. I would invest in a gunnery skillsoft for your muse just for good measure.
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Tue, 2011-04-12 06:58
#7
Re: Intro and question about modifying weapons
EP is one of those games where smart players can muck with the rules to their advantage, and should be allowed to in a dire situation, but it also has plenty of ways to take it away from them to restore balance once the game is over.
For example, players who build a multi-pod rocket launcher have a weapon that can take down a lot of targets, which is great!... Until habitat security realizes they have a weapon that can blow a hole clean through the outer shell of the hab and cause decompression. Then, they have to hand over the weapon and all blueprints, and if they're ever recorded in possession with another without permission, they will be charged with Conspiracy to Harm the Public and thrown into a time-accelerated sim-prison for a subjective period of 60 years.
So, yeah. Let players have fun on the fly, but always remember to let them deal with the consequences of their actions. They'll have a lot more fun that way.
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[code][@-rep +1, f-rep +2][/code]
Tue, 2011-04-12 08:05
#8
Re: Intro and question about modifying weapons
That would still count as firing multiple weapons at a single target, and so it would grab the -20 modifier for each weapon after the first. And since your Muse can only have a skill of 40, even with the smartgun modifier they are still going to be missing ~70% of the time. Doesn't really have the same oomph as simply converting a seeker rifle to BF mode.
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Tue, 2011-04-12 08:13
#9
Re: Intro and question about modifying weapons
i was assuming the missiles were guided and you just needed some way to pull lots of triggers at once.
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Tue, 2011-04-12 09:55
#10
Re: Intro and question about modifying weapons
CodeBreaker, my real concern was how ungodly expensive BF rockets would be, for such a tiny bump in power. That's +1d10, where most seekers do 3d10+(8ish); triple the price, +25% power? Ugh.
Tue, 2011-04-12 16:10
#11
Re: Intro and question about modifying weapons
Since I planned on using frag micromissles, it'd be 2d10+6 to 3d10+6. I was just trying to think of ways to up the damage of them a little since I could do the same amount of damage with a single shot from an assault rifle, which has better armor penetration to boot. To me, it makes them kind of obsolete.
Tue, 2011-04-12 16:15
#12
Re: Intro and question about modifying weapons
I dig. Still, if your object is to beat armor (and that's the reason you'd want to do one big hit instead of two nearly-as-big hits), you shouldn't use frag. :)
Tue, 2011-04-12 19:38
#13
Re: Intro and question about modifying weapons
Yeah. In retrospect, I should switch them to HEAP rounds. I didn't see that they are the same cost as the frags. *shrug*