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Message no. 1
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Alternate dodge rules
Date: Wed, 5 Nov 1997 11:29:44 GMT
James Lindsay writes

> >Ok as i thought only its common enough if folks can find the money.
> >I assume forearm guards likewise don't affect things.
>
> Our ref *hates* forearm guards (IOW, they "don't exist"). I don't
> want to get into *why* he doesn't like them, but no, they would not
> affect the dodge TN. Neither would natural, magical, cybernetic, or
> biological augmentations.
>
As i assumed

> >Any more detailed comments on your experiences of how this plays in
> >game? It all looks good, easy and based on realism and it encourages
> >more 'SR style' armour values (ie you can dodge in one bit of
> >concealable armour but 'tanks' cannot.
>
> Layering armour has the affect of adding a raw +1/+1 to the armour
> with the best B/I rating (regardless of the B/I rating of the lesser
> armour). Normally, no more than two layers of armour can be
> reasonably be worn. This extra "+1/+1" *does* affect the Dodge TN.
>
Ok, but thats your house rule, NAGRL adds half rounded down the
second armour layer to the first. I would have added the FULL ratinbg
of the second layer to the dodge calculation.

> There isn't much else to say, really. Our ref prefers a somewhat
> lower powered campaign (with smaller cash rewards)
I have played various campains, from gangers (some of whom the
ganger archtype in SR2 could beat up single in a straight fight),
typical (wired 2 etc) up to the Sunday Game i'm finishing running
with powered milspec armour and 500 Karma PC's.

> so PACs and heavy
> security armour is rather rare. Because of this, this rule will
> almost certainly give poorer results at higher B/I ratings (Heavy Mil
> Spec Armour would have a Dodge TN of 27+, with helmet!). This is why
> I quickly came up the other armour dodge "formula" (which hasn't been
> playtested, BTW).
>
True but against anything but APDS miniguns he doesn't need to dodge!

> "Dodge TN=average of Ballistic & Impact ratings (round down) + 2"
>
> Naked Dude: TN=[(0+0)/2]+2... 2 (min 4)*
> Armoured Clothing: TN=[(3+0)/2]+2... 3 (min 4)*
> Armoured Vest: TN=[(2+1)/2]+2... 3 (min 4)*
> Formfit I: TN=[(2+0)/2]+2... 3** (min 4)*
> Formfit II: TN=[(3+1)/2]+2... 4***
> Formfit III: TN=[(4+1)/2]+2... 4
> Lined Coat: TN=[(4+2)/2]+2... 5****
> Vest w/ Plates: TN=[(4+3)/2]+2... 5
> Armoured Jacket: TN=[(5+3)/2]+2... 6
> Light Security Armour: TN=[(8+5)/2]+2... 8*****
> Medium Security Armour: TN=[(8+6)/2]+2... 9*****
> Heavy Security Armour: TN=[(9+6)/2]+2... 9*****
>
This looks better actually, now a chance to test it.
Military 16/12 (inc helmet) comes out at 16's! but then by FASA's
rules folks in milspec either laugh or die (because numbers this high
crash the dice system)

> * the advantage of having a Dodge TN of less than 4 is that wound
> penalties do not begin to affect the individual as quickly (ie:
> a Naked Dude with a Serious injury has a Dodge TN of 5+)
ok good.

>
> It is left up to the referee to promote some kind of advantage to
> wearing MSA instead of HSA, considering the identical Dodge TNs.
The fact its easier to find some :), and lighter (encumbrance rules)

Mark
Message no. 2
From: James Lindsay <jlindsay@******.CA>
Subject: Re: Alternate dodge rules
Date: Fri, 7 Nov 1997 05:51:59 GMT
On Wed, 5 Nov 1997 11:29:44 GMT, Mark Steedman wrote:

> > so PACs and heavy
> > security armour is rather rare. Because of this, this rule will
> > almost certainly give poorer results at higher B/I ratings (Heavy Mil
> > Spec Armour would have a Dodge TN of 27+, with helmet!). This is why
> > I quickly came up the other armour dodge "formula" (which hasn't been
> > playtested, BTW).
> >
> True but against anything but APDS miniguns he doesn't need to dodge!

But he should still have a (somewhat reasonable) chance to dodge. If
such armour is so bulky as to give a 27 TN for dodging, it should also
penalize the wearer for aiming, shooting moving targets, attacking in
melee, getting up after being prone, etc. I believe the chance of
rolling a 27+ in Shadowrun is well over 1,500:1 (pardon to rough math
:)



James W. Lindsay Vancouver, British Columbia
"http://www.prosperoimaging.com/ground_zero";

Money talks... it usually says "bend over"...

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