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Message no. 1
From: Richard Bukowski <bukowski@**.BERKELEY.EDU>
Subject: Autofire/recoil, threat ratings, and spell locks
Date: Thu, 23 Mar 1995 22:06:02 -0800
>Date: Thu, 23 Mar 1995 18:34:42 +1000
>From: Damion Milliken <adm82@***.EDU.AU>
>Subject: Re: Autofire and recoil rules
>
>> The idea of the clumping is: since the low HCR weapon hit with
[ yadda yadda yadda ]
>
>Yes, I think I see what you're getting at. The recoil has not got enough
>time to seriously misalign the aim of the firer before another round is
>actually fired. Effectively, what it would be is a +1/2 target number
>modifier to your shot, because the recoil has not effected your aiming as
>seriously as it would with a slower rate of fire weapon (the weapon hasn't
>physically moved enough in the shorter time span to give a full +1 recoil
>modifier).

Bingo! You got it right on the nose.

>> In fact, I would now like to propose a minor modification of the
>> clumping rule that I proposed earlier.
>
>What you have done here is said that rounds fired later in a burst are less
>affected by recoil than rounds fired early in the burst. I don't really see
>any justification for this line of reasoning.

You're right here, too. Later on, I realized this and gave some
thought to a _decreasing_ mode, rather than an increasing mode, on the
assumption that later shots should have a greater modifier. Since
then, I've decided that just a straight clumping was the best way to
go; much cleaner. So, HCR 3 means 3 bullets per clump, from the first
clump to the last.

>> OPTIONAL RULE 1a: Hardened armor uses the power of the _clump_,
>> rather than the base power of the _round_,
>
>I don't like it at all. The rounds will not hit _that_ closely together,
>they will still each be a little off the original target, it is unlikely for
>the rounds from an automatic weapon to hit so very closely to the same place
>one after the other. And remember, the armour of one of the modern day tanks
>(someone posted this earlier) was impenetrable to weapons up to a certain
>gruntiness (I think it was impenetrable to fire from anything which was
>50cal or less actually).

I'll give you this one too.

>
>> [The "I rolled 43, whadda I get for it?" rule]
>>
>> Depends on how many successes you think he should "be able to get." :)
>> IMHO, if this rule is applied evenly across the board for everyone, it
>> just raises the expected number of successes by a small amount.
>
>Yeah, I see your point here. Maybe it would work, it wouldn't increase the
>success rates by more than 1 or 2 successes at most in the general case, but
>it can make for very extreme good luck, with some phenomenal occurances
>(like when you roll 43 - I did once, boy, that guy would've blown one of the
>runners clean off the face of the earth :-)). Does anybody else out there
>use it? If so, could you tell us how you find the rule?

Someone already mentioned they have used and liked it, a few days ago.

---------------------------
>
>
>Date: Thu, 23 Mar 1995 19:23:33 +1000
>From: Damion Milliken <adm82@***.EDU.AU>
>Subject: Re: Threat Ratings
>
>Marc A Renouf writes:
>
>> Could someone post a paraphrasing of the new Threat Rating rules
>> from Prime Runners? I would like to see how they've changed from the
>> original rules.
>
>There are now 4 Threat Ratings, each one corresponding to the appropriate
>Dice Pool it replaces. The Threat Ratings are equal to 1/3 of the Dice Pool
>they replace, rounded to the nearest whole number. There are rules for

[ more about threat ratings deleted ]

Is it just me, or do threat ratings seem sort of cheap and unfair?
Each reason for using threat ratings has a problem:

Reason 1: Make the bad guy tougher.

It is a cheesy way to make something tougher that has no real reason
to be tough in the first place. A guy with a body of 2 has no reason
to be rolling 8 dice to resist a bullet wound (i.e. threat rating 6).
Saying it's purpose is to "make the bad guy tougher" smacks of good
ol' AD&D and its hit dice system. You know, the one where the
capability of a monster can be summed up by the fact that it has <x>
hit dice, which immediately tells you how accurate its attacks are, how
tough it is to kill, how well it will resist spells, and a whole
plethora of other things. Pretty lame and unimaginative way of making
Foozle (tm) bulletproof so that your PCs don't just waste him with one
light pistol shot.

Reason 2: Remove the burden of tracking pools from the GM.

This is much more reasonable than reason 1, but it changes the dynamic
of combat considerably. It is to an NPC's distinct advantage to
concentrate fire on a PC; the first few attacks force the PC to
deplete his combat pool, and then the next attack is death. With a
threat rating, the PCs lose the advantage in the other direction. My
PCs explicitly will concentrate fire to try to deplete combat pools,
assuming that the enemy is obeying the same rules they are. It would
be kind of sad if they didn't. I run pools for the NPCs, myself; I
consider it a bit fairer. (Heaven knows why, I'm actually a fan of
the Paranoia Dramatic Combat System, and use it all the time in SR. :)

------------------------------

>Date: Thu, 23 Mar 1995 11:17:15 -0000
>From: Philip Hayward <Philip.Hayward@***.UK>
>Subject: Re: Spell lock
>
>Gurth writes:
>> The problem for the recipient is that he/she cannot affect it. Mundanes can
>> see it as in "the light that bounces off the spell lock falls into their
>> eyes," but their minds just tell them it isn't there, so they see what they
>> expect to see instead.
[ stuff about locks... ]
>
>What types of magicians (or rather adepts) can switch spell locks on/off
>etc.. this halogen flashlight, its not as bright as a magician with
>magic of 6 surely, how easy to cover/ hide this light (I know this has
>been asked before, I seem to recall a spell lock in the mouth debate when
>joined. We have two methods of concealing them that seem to work,
>surgically implanting (only works on magician who's aura is greater than
>the spell lock or foci) and my shaman who keeps his covered by a pouch
>of seeds - living matter blocks LOS and astral movement :)

There's a basic problem with the whole idea of "hiding" spell locks.
It centers around the "physical" presence of the lock on the physical
plane. SR rules seem to indicate that an active lock is invisible,
intangible, and, in general, not really there. My interpretation of
this is that the active lock actually is no longer the little
bauble/bead/ring/necklace/whatever that it was when it was inactive,
but it goes into some sort of intermediate state where it's part of
the aura of the character/aura of the spell it's holding active. As
such, there is no real concept of "hiding" the active lock. If the
lock is inactive, it is a mundane ring or pendant that has no
connection to the astral. If the lock is active, it is intangible
from the physical, but both the spell and the lock are astrally
entwined with the aura of the caster, and as such are visible (and
attackable) as long as the caster is visible or attackable. (This is
the price you pay for having it completely intangible from the
physical!) If a lock is "disenchanted" by having a spell grounded
through it, the spell goes poof and the lock reverts to its "blank"
mundane state.

Oh, that's another thing: I don't believe it's in the rulebook, but I
have made a house rule that any spell has an astral presence when
active, and that presence extends to anywhere the spell has an effect.
Anywhere the spell has a presence, it may be attacked on the astral.
The primary motivator for the rule was to prevent
clarivoyance/clairaudience from penetrating wards and other astral
barriers; in general, I think it makes astral security a bit more
tenable.

Rick

Richard William Bukowski | Computer Science Department
Bukowski@**.Berkeley.EDU | University of California at Berkeley
"Ph'nglui mglw'nafh "BOB" D'lyeh Wgah'nagl Dhobbz f'htagn."
Message no. 2
From: Luke Kendall <luke@********.CANON.OZ.AU>
Subject: Re: Autofire/recoil, threat ratings, and spell locks
Date: Fri, 24 Mar 1995 17:32:43 +1000
Richard Bukowski wrote:

> Oh, that's another thing: I don't believe it's in the rulebook, but I
> have made a house rule that any spell has an astral presence when
> active, and that presence extends to anywhere the spell has an effect.
> Anywhere the spell has a presence, it may be attacked on the astral.
> The primary motivator for the rule was to prevent
> clarivoyance/clairaudience from penetrating wards and other astral
> barriers; in general, I think it makes astral security a bit more
> tenable.

Not in the rulebook? That's the way we always played it. Makes
lots of sense to me. :-)

luke

PS:
Apologies for not being able to calculate 500 x 1000. :-(
Message no. 3
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Autofire/recoil, threat ratings, and spell locks
Date: Sat, 25 Mar 1995 00:38:35 +1000
Richard Bukowski writes:

> [Stuff on his recoil rules.]

All sounds good to me. I can't see anything more I'd like to point out,
perhaps a final copy could be posted?

> Is it just me, or do threat ratings seem sort of cheap and unfair?
> Each reason for using threat ratings has a problem:
>
> Reason 1: Make the bad guy tougher.

When it comes to enemy (meta)humans, I do tend to agree. But remember that
the Threat Ratings are only really meant to be altered on the fly during the
game if they baddies turn out to be handing out a butt kicking to the team
or getting smashed. The base Threat Rating would be the calculated one I'd
say. If the bad guys are sposed to be tougher, then when you create them,
make them tougher, don't give them high Threat Ratings. For critters OTOH,
selecting an appropriate Threat Rating is fine, it represents training and
animal instincts.

> Reason 2: Remove the burden of tracking pools from the GM.

What you suggest I agree with, but unless you really want to keep track of
NPC dice pools for the entire combat (fine for small scale battles, but a
real prick for a 15+ person firefight) then they are a pretty good solution.
The point you made about PCs concentrating fire on NPC opponents I find
rather amusing, because exactly that occurred in one of my games. I was
running a game and using Threat Ratings for the bad guys, and had neglected
to inform my players that I had transferred to the Threat Rating system for
this game (I had given NPCs Dice Pools prior to this time). Now, in the
final big firefight, the players all decided to hammer the big baddy rather
than his henchmen (odd move eh?). They were getting a little surprised that,
after 4 people had shot at him, he was still managing to dodge attacks (they
were probably envisioning a combat pool of 30 or something :-)). Yes, it
does tend to alter the game a little, and I don't really like it all that
much myself, but it does keep things nice and simple for book-keeping, which
is also good. The only real complaint I have is that NPC magicians seem to
be particularily affected by it. Magic Threat Ratings are generally low
(like 2-3 at most), and so the enemy magicians can't lob in that 15 dice
fireball like they can if they are using a Dice Pool. I find Combat Threat
Ratings are usually high enough for major NPCs for this not to be a big
worry (besides, weapon combat is deadly enough for it not to matter that
much, whereas magic attacks are affected greatly by high stats on both sides
- ie, magic becomes nigh on useless when both sides have high stats).

> Oh, that's another thing: I don't believe it's in the rulebook, but I
> have made a house rule that any spell has an astral presence when
> active, and that presence extends to anywhere the spell has an effect.
> Anywhere the spell has a presence, it may be attacked on the astral.
> The primary motivator for the rule was to prevent
> clarivoyance/clairaudience from penetrating wards and other astral
> barriers; in general, I think it makes astral security a bit more
> tenable.

I had always thought this had always been the way anyhow. Take the area
effect spell Detect Enemies. To actually detect someone as a baddy, your
spell does a little jander out from you (where it is sitting), and glances
at the aura of the would be attacker. It isn't active in the area of effect
all the time, only when it's actually detecting people. If a ward or any
other astral barrier is blocking it, well then it obviously can't check up
on whoever's on the other side. Same thing with Clairvoyance, it has to look
at the actual location where you're wanting to see, and if an astral barrier
is preventing this, then it can't get there, and the closest you get is the
spot where the barrier is.

--
Damion Milliken Unofficial Shadowrun Guru E-mail: adm82@***.edu.au

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b++ D B? e+$ u@ h* f+ !r n----(--)@ !y+
Message no. 4
From: Vincent Pellerin <Vincent.Pellerin@***.GMC.ULAVAL.CA>
Subject: Re: Autofire/recoil, threat ratings, and spell locks
Date: Fri, 24 Mar 1995 13:54:00 -0500
>From richard bukowski
>>From: Damion Milliken

Beginning to be hard to tell who said what eh!

>>> [The "I rolled 43, whadda I get for it?" rule]
>>>
>>> Depends on how many successes you think he should "be able to get."
:)
>>> IMHO, if this rule is applied evenly across the board for everyone, it
>>> just raises the expected number of successes by a small amount.
>>

usually yes

>>Yeah, I see your point here. Maybe it would work, it wouldn't increase the
>>success rates by more than 1 or 2 successes at most in the general case, but
>>it can make for very extreme good luck, with some phenomenal occurances
>>(like when you roll 43 - I did once, boy, that guy would've blown one of the
>>runners clean off the face of the earth :-)). Does anybody else out there
>>use it? If so, could you tell us how you find the rule?
>
>Someone already mentioned they have used and liked it, a few days ago.
>

I believe this someone is me. In effect it will raise the succes by
on or two.
The basic idea when we first used it (some years ago) was that someone with
a light pistol could not kill anybody unless he had a real good skill. The
way we used it is this:

after your T.N. is achieved you go on to the next succes AFTER the 6..

ex: target 4 , result of the dice 13 , thats two success
One at 4, you now forget that dice (with a 6 on it) and continue
with the reroll, another 6 , one succes, after that a one, no success anymore.

ex: T.N. 8, Result 19, one success, etc..

Vince
Message no. 5
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Autofire/recoil, threat ratings, and spell locks
Date: Sat, 25 Mar 1995 19:30:06 +1000
Vincent Pellerin writes:

> after your T.N. is achieved you go on to the next succes AFTER the 6..
>
> ex: target 4 , result of the dice 13 , thats two success, One at 4, you
> now forget that dice (with a 6 on it) and continue with the reroll, another
> 6 , one succes, after that a one, no success anymore.
>
> ex: T.N. 8, Result 19, one success, etc..

So if you have a T.N. less than 6, you effectively get an extra free dice if
you roll a 6. While if your target number is between 7 and 12, then you get
an extra dice if you roll a 12. And so on, right?

--
Damion Milliken Unofficial Shadowrun Guru E-mail: adm82@***.edu.au

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b++ D B? e+$ u@ h* f+ !r n----(--)@ !y+
Message no. 6
From: Robert Watkins <bob@**.NTU.EDU.AU>
Subject: Re: Autofire/recoil, threat ratings, and spell locks
Date: Sat, 25 Mar 1995 20:01:13 +0930
Damion Milliken wrote:
>
> The only real complaint I have is that NPC magicians seem to
> be particularily affected by it. Magic Threat Ratings are generally low
> (like 2-3 at most), and so the enemy magicians can't lob in that 15 dice
> fireball like they can if they are using a Dice Pool. I find Combat Threat
> Ratings are usually high enough for major NPCs for this not to be a big
> worry (besides, weapon combat is deadly enough for it not to matter that
> much, whereas magic attacks are affected greatly by high stats on both sides
> - ie, magic becomes nigh on useless when both sides have high stats).
>

This is why the new Threat Rating rules from Denver Boxed set are cool...
you can make that decker who kills in the Matrix, but is a puny dweeb in
RL, and the mage who can cast toasty fireballs without being a Roy Rogers
with a gun.

--
Robert Watkins bob@**.ntu.edu.au
Real Programmers never work 9 to 5. If any real programmers
are around at 9 am, it's because they were up all night.
Finger me for my geek code
Message no. 7
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Autofire/recoil, threat ratings, and spell locks
Date: Sun, 26 Mar 1995 11:12:48 +1000
Robert Watkins writes:

> This is why the new Threat Rating rules from Denver Boxed set are cool...
> you can make that decker who kills in the Matrix, but is a puny dweeb in
> RL, and the mage who can cast toasty fireballs without being a Roy Rogers
> with a gun.

I guess the Denver boxed set rules for Threat Ratings are similar to the
Prime Runners rules?

--
Damion Milliken Unofficial Shadowrun Guru E-mail: adm82@***.edu.au

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b++ D B? e+$ u@ h* f+ !r n----(--)@ !y+
Message no. 8
From: Gurth <gurth@******.NL>
Subject: Re: Autofire/recoil, threat ratings, and spell locks
Date: Sun, 26 Mar 1995 13:16:41 +0200
>> This is why the new Threat Rating rules from Denver Boxed set are cool...
>I guess the Denver boxed set rules for Threat Ratings are similar to the
>Prime Runners rules?

_What_ Threat Rating rules in the Denver Box Set? I haven't seen any AFAICR...


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
Our little group has always been and always will until the end
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One of Two Unofficial Shadowrun Gurus :)
Message no. 9
From: Robert Watkins <bob@**.NTU.EDU.AU>
Subject: Re: Autofire/recoil, threat ratings, and spell locks
Date: Sun, 26 Mar 1995 22:12:55 +0930
Gurth wrote:
>
> >> This is why the new Threat Rating rules from Denver Boxed set are cool...
> >I guess the Denver boxed set rules for Threat Ratings are similar to the
> >Prime Runners rules?
>
> _What_ Threat Rating rules in the Denver Box Set? I haven't seen any AFAICR...

Hmm... it might be in Prime Runners. I bought the things on the same day,
and when I'm tired I get it mixed up.

--
Robert Watkins bob@**.ntu.edu.au
Real Programmers never work 9 to 5. If any real programmers
are around at 9 am, it's because they were up all night.
Finger me for my geek code
Message no. 10
From: Vincent Pellerin <Vincent.Pellerin@***.GMC.ULAVAL.CA>
Subject: Re: Autofire/recoil, threat ratings, and spell locks
Date: Sun, 26 Mar 1995 12:45:57 -0500
Damion Milliken Unofficial Shadowrun Guru wrote
>
>So if you have a T.N. less than 6, you effectively get an extra free dice if
>you roll a 6. While if your target number is between 7 and 12, then you get
>an extra dice if you roll a 12. And so on, right?

Exactly ! So the effect is not as drastic as we might think at
first, but still give some unexpected chances.

ex: the group street sam made a perception test (or whatever..) is
target was 5, he started rooling got one six (and the rest wass bellow 5),
rolled it again and got an other six, (at that point the GM ask "so how much
success ?" and everybody said with a smile "we don't know yet !"). He
finaly got 6 success, all six, from the same dice.

And for small skills we might call this, the luck of the beginner :-) !!!

Vince

Further Reading

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