From: | Mark Steedman <M.J.Steedman@***.RGU.AC.UK> |
---|---|
Subject: | Alternate dodge rules |
Date: | Wed, 5 Nov 1997 11:29:44 GMT |
> >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