I'm going to try to organize my thoughts here.
Ignore MINOR Adjustments. In other words, *I* as referee can institute little twiddles easily without changing the actual STRUCTURE of combat. Initiative order; cover as armor; NPCs dropping when dealt 10+ points on a hit; etc). Even those horrid DMs against the to-hit task.
EVEN HOW HIT LOCATIONS ARE ROLLED AND HITS DEGRADE ARMOR BY LOCATION. Some of us like them, some of us hate them, and
they're NOT CENTRAL.
Let's not waste time on them. Identify likely candidates when they crop up, add them to a recommendation pile, but MOVE ON.
We might update the rules with ALTERNATE SUGGESTIONS. Sound wishy-washy? Meh.
This isn't about ORGANIZATION. A third of my errata on combat was about organization. We Will Fix That.
Ranged Combat
The essence of the combat task is
Code:
Difficulty (range dice) < Assets.
So the crux of things is how difficulty is adjusted, and how damage is rolled.
Difficulty is adjusted based on how careful you're firing -- that's very reasonable. You're trading off probabilities, and that makes sense.
However, I think here are the updates that helps fix the most pressing issues:
Burst and Full Auto. Here's something I think would be nice to clarify: burst fire doesn't double the amount of dice you roll, it doubles the result. Similarly with full auto. Is this the way it works now?
Minimum Ranged Task Difficulty is Always 2D It's ridiculous to think that your typical ranged combat tasks could be less than 2D, no matter how close you are and how long you take to aim. A referee can overrule this due to circumstances, but for the sake of game balance, the minimum should be noted as 2D.
EXAMPLE
Average Guy (AG): Dex 7 + Rifle 3 = Target Number 10.
PC: Dex 10 + Rifle 5 = Target Number 15
Targets are at Range=1 to one another.
Code:
Adjusted Target
Range DM AG PC
----- -- -----
1 4 14 19
2 3 13 18
3 2 12 17
4 1 11 16
5 0 10 15
Both targets are under full cover.
Cover DM for both is therefore -6 -3 = -9.
AG = 14 - 9 = 5.
PC = 19 - 9 = 10.
Aimed: -1D difficulty, 1 shot if stationary (
BUT: minimum difficulty is 2D).
Standard: 2 shots if stationary.
Snap: +1D difficulty, 3 shots if stationary.
The task is 2D < Asset.
2D is the minimum dice rolled.
AG's best option is to fire standard. He gets two shots at the best possible probability. It is probable that one of the shots will hit.
PC's best option is to also fire standard. He has a 92% chance to hit both times. If he went for a snapfire, odds would dive down near 50%. Not worth it.
Summary
I see no particular problems with setting 2D as the minimum difficulty level, enforced after all other modifications are considered, and I see it resolving a potential issue.
I don't like DMs, but I am free to ignore them or consolidate them. Or, better, maybe my players will like them and use them. More power to them.
Initiative is easy for a referee to adjust. It's not a core brokenness of the rules.
Burst and Full Auto should multiply after damage is rolled; they do not increase the number of dice rolled.
Now where are we?