One of the ideas I've had on the subject of Phasers and rules is the following:
When Phasers are in storage Starfleet Protocol suggests that their power cells are kept separate. In the same way it's not a good idea to keep a gun in storage with a magazine inserted. This means that stealing a phaser is useless unless you can also steal a compatible power cell too. Which any intelligent person would keep in a separate place.
I know there are numerous times when you see some character grab a phaser from a drawer and fire it at some bad guy - TNG ep Aquiel springs to mind
Secondly - and my players are gonna hate me for this - all Phasers when powered up are set to default level 1. No problems there. Changing the setting to a higher level is an action. No problems there either. Now here comes the kicker. If you set your Phaser at level 16 (why say: before entering a situation where you know combat is going to occur but not when. Or if your going to try and ambush someone and lie in wait for the target) but don't fire the phaser for a set time (30 seconds) then the phaser automatically powers back down to level 1 as a safety precaution. TN: 15 Perception remember this in a stressful situation.
Might raise a few eyebrows in your party.
Finally - don't forget there are number of restrictions on a phaser. Firing pulse, wide beam etc has restrictions on the level of effect. Firing on standard beam is only good for taking out individual targets one at a time. If you're worried that your players will be doing automatic kill shots all the time then I suggest two things:
A: I'd question the players suitability for playing Starfleet/Federation types. Even Romulans, Klingons, Cardassians etc have a value on life and murder is murder. Remember - Starfleet officers kill only is self-defense and stun would be preferable in any situation. Admittedly this is an attitude/outlook issue I suppose. If your players want to act homicidal tendencies then there are more suitable RPGs out there. Star Trek isn't one of them given it's setting and what sort of people inhabit that universe. Star Trek does not suit the power player syndrome very well at all. For that you need something like Cyberpunk. BTW: This is not a comment on your players’ abilities as PCs. Some people like Roleplay because you can pretend to be a hardened, psychopath with copious amounts of lethal firepower. I myself enjoy Cyberpunk/SLA Industries which are very combat and action orientated. But sometimes I also like roleplaying where I have to use my brain and player a person rather than a killing machine. In that case I play Warhammer, Star Trek etc.
B: Have NPCs in superior numbers. Continuous beam is good for taking out individual targets. But if your players are faced down with eight bad guys with phasers then they have choice. Take then down all at once with a wide beam (thus stunning them all but not killing them) or taking them out one at a time at which point the bad guys not being shot at directly will fire back with equal amounts of lethality in their weapons. The group will soon learn that running into combat with your phaser on setting 16 against a strike team of 10 Cardassian soldiers may in theory sound like a sure way of dealing with the enemy effectively. But when there are only four players the odds are still heavily against them.
Just my take on it.
Last edited by JonA; 09-01-2003 at 09:52 AM.
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