The Dresden Files > DFRPG

Stats for a taser?

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Deadmanwalking:
Excellent point. Armor should probably be doubled against Tasers using this system just like the others proposed. That'll keep Inhuman Toughness characters and Wizards from just getting tased out. Other people should just get tased out.

void:
Personally, I think the armor doubling thing is just an overcomplication, but everyone's game is their game. :)

iago:
I gotta say I have a problem with any weapon that asserts you don't get access to your full range of consequence slots. Saying you get taken out if you'd have to take more than a mild consequence is severely game-breaking.

void:
To me, the only viable alternative would be to give a Taser something like a weapon:XX rating (with that XX meaning double digits) with a huge stacks of caveats and adjustments by situation, armor, etc, for it to have anything near the threat level it should be for an unarmored target.

To me, that just seems complicated, unnecessary, and it doesn't feel right, whereas my solution did for me and my play group. Didn't you say that was an important criteria?

iago:
Let's review:

- A taser makes it difficult to take action.
- A taser wears off quickly.
- A taser has trouble making it through armor.

How about treating its as a *block* (prevents action, wears off quickly)?  You zap someone with it, guns vs. athletics. If you hit, the shifts that result can be reduced by armor. The shifts that remain indicate how many exchanges the block will last for (though if the block is overcome, it breaks, like any block).  The weapon itself gets rated with a block strength effect that it simply creates: call it Good or Great depending on the quality of the weapon.

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