From: | Richard Bukowski <bukowski@**.BERKELEY.EDU> |
---|---|
Subject: | Autofire/recoil, threat ratings, and rules. |
Date: | Fri, 17 Mar 1995 18:14:36 -0800 |
to reply in batches...
Perhaps I'll go back to message-by-message...
-------------------
Just to put in my $0.02...
Date: Fri, 17 Mar 1995 13:01:40 EST
From: TLOVELL <TLOVELL@*****.FERRIS.EDU>
Subject: Re: Rules in general.
>Roleplaying is about imagination, about the players trying to imagine
>themselves in the situation that the Gamemaster is relaying to them.
>Of course, some dice rolling is going to be necessary. But to go to the
>extremes and make the game a statistical lesson is absurd. Statistics
>takes very little imagination, only a good calculator and the proper
>equations.
Yes, but it really takes a load off my mind if I have a reasonable
model that I can use to _quickly_ tell if something succeeds
"fairly"... i.e. a method that will give people with higher abilities,
in the appropriate situations, a better chance than others. The point
is not the statistics _themselves_... the point is that, if I can
prove to myself _beforehand_ that a particular method of rolling the
dice has the statistical properties I desire (for example, higher
skill=more success, modifying your action in a certain way has a
realistic result, etc) then I don't have to worry during the game
about making "fair" arbitrary rulings about these events; I can roll
the dice and determine how that particular instance of that event came
out.
---------------------
Date: Fri, 17 Mar 1995 13:01:17 -0500
From: Vincent Pellerin <Vincent.Pellerin@***.GMC.ULAVAL.CA>
Subject: dice rules and threat ratings
>Richard Bukowski writes
>>Response 2: An optional rule that I have been considering for a while
>>now, and I'd like your general opinion on this rule as well. A die
>>with a result greater than 6 counts as _multiple dice_, for multiples
>>of 6 below the actual result. So, for example, a roll of 15 on ...
[ my own text chopped... ]
> We have been using this system for years and it work like a charm.
> It add a bit of randomness, but now a guy with firearm-2 and a light
> pistol can kill someone. As a bonus, the players have more respect for the
> less powerfull oposition, a force 3 spirit can get 8 success on a very
> good roll, so better watch out.
Excellent. I was hoping someone had tried it and would say how it
goes... I'll probably start using it next session. Thanks.
> I have a small question about threat ratings. Do the elementals ofa
> player character have any threat rating (same things for watchers) ?
> In "double exposure" one of the player send an elemental against one
> guarding an area. They had the same force, but the player elemental did'nt
> have a threat rating. I took a fast decision and ruled that the elementals
> use their threat dice only against the mage (or somebody who have dice
> pools).
> Any idea on that ?
My opinion of threat ratings is that they are there to allow you to
make something a threat to the players without having to make everyone
in the game a musclebound, brilliant, tower of intellect. For
example, someone with a body or willpower of 2 just isn't going to be
a threat to a samurai/mage respectively. They are too suceptible to
shadowrunner's attacks. However, you may _want_ the bad guy to be a
stringy, pimple-faced geek who happens to run the Great Empire of
Evil. Giving said bad guy a willpower/body/force of 8 just to make
him survive the first 0.5 second of combat goes against the grain of
having a reasonably accurate reflection of the "reality" of the
character in their stats. Unfortunately a reasonable reflection of
said reality means they die instantly. What's the solution? Give
them a single number representing the generalized "buffness" of a bad
guy. The SR design team called this the _threat rating._
This is the reason why PC's and their direct allies (i.e. non-NPC
things like elementals and such) can _never_ have threat ratings; the
PC is used as the _baseline_ from which the NPC's toughness is
increased or decreased with the threat rating.
That in mind, it seems clear that a bad guy's "buffness" should be a
general measure that applies to them under all situations, not just
when fighting PCs. If the NPC elemental in your situation was meant
to be _as_ powerful as the PC's forces, rather than more powerful, it
wouldn't have had a threat rating. If it makes you feel better, call
the NPC elemental's threat rating "spirit energy." It's pretty much
the same thing.
-----------------------------
And now, the meat of the post...
Date: Fri, 17 Mar 1995 14:27:04 -0500
From: Insomnia <insomnia@*******.CORE.BINGHAMTON.EDU>
Subject: Re: Recoil in SR
>On Fri, 17 Mar 1995, Damion Milliken wrote:
>
>> No, you're not really missing anything. Fiddling with the recoil modifiers,
>> and determining a way to decide how many rounds hit is what we've all been
>> doing the last few days. Your idea is just another slant, with slightly
>> different repercussions. Did you see Rick's suggestion? I think it's pretty
>> good.
>>
> OK, I'm new to this list, so as far as I know someone has already
>posted something like this, but these are the rules I use for
>recoil/rapid-fire:
Okay... Good, another opinion...
> Make a standard attack roll as if firing one shot, then a
>standard defense roll, each defensive success cancels the highest attack
>success (If the combat pool alone cancels all of the sucesses then the
>shot misses otherwise removing all successes just does base damage, but
>extra successes stage the damage down as normal.). If the first shot
>does not hit and do damage then no shots hit.
Sounds good so far... no more dice rolling than before...
> Each shot is figured separately, with appropriate target numbers
>(Thus those shots covered by recoil comp will all hit as the first did
>while others have a number of successes equal to those in the original
>roll with the appropriately modified target number).
Hmmm... It seems to me like this would result in excessive amounts of
damage... Not that that's all bad :)
> EXAMPLE: Troll with a minigun (my favorite): A troll firing say,
>a 10S minigun (15 rounds/turn) with two points of gas venting (-2 recoil)
>shock pads (-1 recoil) and a 9 strength and 7 body (-2 recoil in my game)
>fires all 15 shots at one target. The recoil penalties for each bullet
>are as follows;
> 1-6 none
> 7 +1
> 8 +2
> 9 +3
> .....
> The troll rolls 16 dice to attack, getting : 35, 13, 7, 5, 5, 5,
>5, 4, 4, 4, 4, 3, 3, 2, 2, 2. The troll has a level one smartlink, and
>the target is at normal range, thus the target number is 3. The defender
>has 5 balistic armor... since the minigun is 10S, his target number is 5.
>He rolls and gets 10 successes (good ol' combat pool). This eliminates
>the trolls 35, 13, 7, and all 4 5s, and 3 4s. Leaving him with 4, 3, 3.
>(Twos don't work). the first six shots hit with all three successes,
>that's two _extra_ successes, staging the damage to D. So _EACH_ bullet
>does 10 boxes of damage, PLUS bullet number 7 hits with one success (as
>the target number for that one is four. The next bullet will also hit
>(as there were 5s in the original roll, but there were 3 extra defensive
>successes (those that cancelled the fours.) So the damage is stages to
>M. Bullets 9+ will not do damage.
> Thus our heroic target just took 6 deadly wounds, A Serious
>wound, and a Moderate... 69 boxes of damage!! `Even DocWagon Can't help
>you there, chummer.'
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! <choke gasp>
"That's *GOTTA* hurt"
> This example is of course extreme. The system is actually well
>balanced, and has been play-tested. It also seems to make more sense in
>the game mechanics then the standard system.
I like it... I like it a lot, actually. I'll have to think about it
some more. It seems like you've lost the ability to stage up the
_power_ of the attack (there's no +1 power/bullet thing), and in early
shots at a system that we used, this tended to mean that armor became
_extremely_ effective at stopping shots. Is this actually the case?
69 boxes of damage... Yeesh... That'll really ruin your day... Not
that I think that's inappropriate for a troll with a Vindicator.
Speaking of which, I thought a Vindicator did 7S or so, not 10S.
Or is this another, as-yet-unnamed minigun?
Rick