Shadowrun

Shadowrun Play => Rules and such => Topic started by: taranion on <08-06-20/1403:30>

Title: 6e: Specializations for Exotic Weapons
Post by: taranion on <08-06-20/1403:30>
Hi,

I need some clarification. When I want to  use the Ares Antioch II grenade launcher, do I specialize in

a) Exotic Weapons (Ares Antioch II)
b) Exotic Weapons (Grenade Launcher)
c) Exotic Weapons (Launcher)  (which includes rocket launcher as well)
?

If it is not a) - is there a list of all possible categories?

Title: Re: 6e: Specializations for Exotic Weapons
Post by: Michael Chandra on <08-06-20/1413:46>
I'd say (Launcher), as on p263. There's no specific rules that list all categories, but right now I'd say normally each weapon is its own category, with really-similar weapons as exception (such as Launchers).
Title: Re: 6e: Specializations for Exotic Weapons
Post by: Stainless Steel Devil Rat on <08-06-20/1414:43>
The answer is

D) whatever the GM agrees to.  If you can get your GM to agree to Exotic Weapons (melee), then go for it.  Personally, I'd recommend against a specialization being that broad.


I do believe that the intent is that it's supposed to be keyed to a specific weapon, but that's not said explicitly.  For context, I do believe that the convention for published NPCs is that they all have exotic weapon (specific weapon). 
Title: Re: 6e: Specializations for Exotic Weapons
Post by: markelphoenix on <08-06-20/1550:55>
pg 147 Firing Squad
Exotic Weap-ons (Flamethrower) 5
npc is using a
Shiawase Blazer

pretty clear to me it's by type
Title: Re: 6e: Specializations for Exotic Weapons
Post by: markelphoenix on <08-06-20/2032:31>
Further supporting RAW, pg. 258 CRB. Special Weapons, "Use the Exotic Range Weapon skill...." then lists 2 ranged weapons.

Pg. 118 CRB, for the Exotic Weapons and spray example, " ....Exotic Weapons (Flamethrower)...." which lines up with the previously posted example from Firing Squad

Followed by
"Launcher the Exotic Weapon skill is used to fire launchers...." listing both missile and grenade launchers.

pg 263 "...Exotic Weapons (Launcher)..." when discussing launching grenades from a grenade launcher

There are also several more examples of characters or references to either Exotic Weapons Launcher or Exotic Weapons Ranged.

The one exception that breaks from the Launcher being a group that composes Grenade and Missile, is pg 116, which is an explicit example given for Grenade Launchers. One could argue that this one example juxtaposed against the many other examples that contradict it, is explicitly referencing a "...Exotic Weapons (Grenade Launcher)..." due to it being an example on Grenade Launchers and was author/editor oversight.

Only real mention to an Exotic Melee Weapons group is in Firing Squad on page 14, as the header to a list of Exotic Melee weapons, similar to how Launchers was the header for Grenade and Missile Launchers in the CRB.
Title: Re: 6e: Specializations for Exotic Weapons
Post by: Michael Chandra on <08-07-20/0255:22>
Option 1: Launchers needs errata to clarify it's always 1 weapon explicitly.
Option 2: Near-identical weapons should be treated the same. So Dart Pistols, Whips, Wirewhips, Launchers, Flamethrowers, Garrotes, etc. In most cases we only have one weapon of the type.

I lean towards #2 but official clarification would be nice
Title: Re: 6e: Specializations for Exotic Weapons
Post by: Banshee on <08-07-20/1100:01>
Purely based on what discussed during development since I didn't do the skill chapter so I have no real input on intent ....

It's option 2 ... similar weapon types that don't fit into the other combat skills can be covered under exotic as a "group" specialization. Only truly unique and/or exotic weapons require a specific weapon specialization.
Title: Re: 6e: Specializations for Exotic Weapons
Post by: taranion on <08-07-20/1733:53>
Thanks all for your input - I appreciate it.

For Genesis I currently implemented option 1 (specialization per weapon), but there is an ongoing discussion to change it to option 2 (spec. per nearly identical weapon type) - that is why I asked.

Title: Re: 6e: Specializations for Exotic Weapons
Post by: Stainless Steel Devil Rat on <08-07-20/1837:32>
Thanks all for your input - I appreciate it.

For Genesis I currently implemented option 1 (specialization per weapon), but there is an ongoing discussion to change it to option 2 (spec. per nearly identical weapon type) - that is why I asked.

Ooh, I didn't know you're The Man!

Do you accept game-rules related suggestions for improvements in PM?
Title: Re: 6e: Specializations for Exotic Weapons
Post by: taranion on <08-20-20/0234:39>
> Do you accept game-rules related suggestions for improvements in PM?

Yes, of course. Please do.

I am not advertising it much, but these are the ways to get in touch with us:
Title: Re: 6e: Specializations for Exotic Weapons
Post by: Robert on <08-25-20/1315:27>
What do you think of the following 8 categories for the skill "exotic weapons"?
Title: Re: 6e: Specializations for Exotic Weapons
Post by: Michael Chandra on <08-25-20/1400:45>
I would separate the water pistol from the dart guns myself. The others I can mostly live with.