And I’m trying to wrap my mind around the equipment rules (Which I really love btw).
How would you make a suitable high tier weapon better than an inappropriate weapon in the fiction?
Like if the opponent is heavily armoured and your weapon lacks the penetrating property what should a successful Open fire look like?
Would you even allow the Open fire move?
Would you allow it but make a success a temporary solution? (“your lasgun seems to do little to stop him but you eventually make a once in a life time shot into his helmets sensors and blind him, for now…”).
What if you are fighting a bunch of enemies (several threats) and one character have a Burst weapon, do you allow him to defeat many threats with one success? (what about a character with a semi auto pistol that describes his action like an over the top action hero style bulletstorm?)
Sorry for rambling like this btw
In the badass armor case I would either not allow Open Fire or tell them the best they can get – “You just saw that armor shrug off an orbital laser. Your rocket launcher probably won’t do much but knock him down for a bit”
In the case of the enemy groups, I like to think in terms of “Scale”. Different characters can affect things on a different scale. The ship’s botanist can’t take on 5 guys in a barfight, but the retired cyborg general can. The engineer probably can’t hack the three armed mechs coming at you, but the little boy with the implanted AI in his brain probably can.
To someone with a burst weapon, 5 guys are “one threat”.
Agreed with Aaron Griffin. Everything he’s said, spot on.
Love the feedback, thanks Aaron Griffin