the liegekiller said:
i had the same outlook as your player. in fact, there are a quite a few things i really didn';t care for with the DH ruleset. i'm not as enthusiastic as many ppl on this forum. as a result, i completely gutted the system.
weapon training falls under skills and not talents. with +5 increments similar to Characteristic Advances with XP costs parallel to the base WS or BS of the career, depending on the weapon category. with each +10 increment granting an extra +1 damage demonstrating skilfull lethality.
i took it upon myself to smooth all the bonuses for skills. from the standard +10/+20 to +5 increments. i just thought those bonuses were too large. characters though can use a basic skill at no penalty. it is after all a basic skill where no advance learning is required. and any basic skill can be taken at ANY time as well as their +5 increases. so for example Awareness can be taken at rnk 1 to rnk 4 to acquire the full +20 bonus if so desired. basic skills ar also at a cheaper cost 50XPs.
i also took into account that basic skills CAN be trained. those that have received training for a basic skill rely on both natural acumen but also structured learning. for example, Search...while anyone can do it. the Inquisition, His God Emperors Secret Service, the local Thieves Guild, etc. will instruct on deeper techniques and methodolgies giving a better grasp. I chose to handle this by alloting and extra 50XPs (total 100XPs) and gave a 1 TIME +10 bonus to reflect that kind of specialized training.
the weapon skills gives all manner of options and reflects 'real' development and ability. for those who are using a weapon that is of the same type... they will not suffer a non proficiency penalty. say Corazon has skill in plasma basic weapons an energy weapon, any energy type weapon he chooses to use he defaults to his BS base. barring a flamer. not so however if he wants to use an SP type weapon, here he will take the profiency penalty. as he has no skill in using this manner of weapon.
exotic weapons are another exception. as they are exotic they each must be specialized individually.
this has all worked out exceeding well.
Eh it sounds interesting but it also sounds like you just broke DH inhalf and your no longer really playing the system >.>, no offense but I don't think you realize what handing out even more bonuses to hit will do.
Dork is correct in that their isnt going to be enough of a difference to really warrent the creation of different "skills" for using different weapons because the Imperium trys to make their stuff EASY to use so any guardsman can just pick it up and be almost as familiar with it as his las gun. Besides, weapon proficiencies already represent trained skill in using these types of weapons, one that stand out from that category often have special rules built into them to show this or are exotic weapons.
Basically all these ideas of turning the weapon prof's into skills and allowing them to give hit and damage bonuses are going to break the system. Dodges and Parry no longer really matter any more because it just became even easier to stack up to the +60 to hit and easy need to roll under 101+. Psychic powers aren't as good any more because they can't get these bonuses and your underpowering what is supposed to be the most dangerous thing in the imperium. You also just made full auto obscenely powerfull if you have the full +20 you discribe because your doing an additional +2dm per hit and your easily going to be able to get the +60 bonus now. It's a cool idea but it doesnt fit into the system.
I also want to know why the bonus to damage? That doesn't even make sense since # of successes is already tied to damage in the weapons where it really matters and # of successes is tied to your BS or WS and what bonuses you can stack on it. All of these represent what your broken system already does, but apparently not to the degree that makes you happy.
I'm sorry, this is just a terrible idea IMO. I think you nicely broke the system and ruined the delicate balance of the RPG.