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Mailing List Logs for ShadowRN

Message no. 1
From: Justin Pinnow <jpinnow@***.IM.MED.UMICH.EDU>
Subject: Re: Called Shots (Was Vipers and head shots)
Date: Tue, 20 Jun 1995 14:10:05 -0400
> As an extra alternative for called shots, I give the player the
>choice of one of three options. They can either a) up the damage code as
>per the standard rules, b) leave the damage code the same and bypass
>armor, or c) leave the damage code and armor unchanged and go for a
>special game effect. It works well.

I must say, so far it seems to work well. I really like the way Marc has set
up the options above. I haven't seen option c in use yet, but it seems to
make sense. As far as options a and b are concerned, I have seen them in use
and they work real well. (Except for that time the guy with a body of 7
brought a burst from a Savalette Guardian (called shot to stage up damage)
down from a 12 L/D to a serious wound....sheesh--you just can't kill some
people ;) Of course, that's not bad game mechanics, it was a realy good dice
roll. :)


Justin :)

_______________________________________________________________
(jpinnow@*****.edu)

Geek Code (version 2.1):

G!>ED d----(d+/d++$) H s-: !g p? au
a23 w+(+++) v?(*)>!v C+(++) U- P? !L
!3 E? N+ K- W+ M+ V+ po---
Y++(+) t+@ 5 !j R+(++) G' tv-- b++>+++
!D B--- e+ u+ h- f? r+(*) N----
Y++

It all starts from within you.
Message no. 2
From: Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE>
Subject: Re: Called Shots (Was Vipers and head shots)
Date: Wed, 21 Jun 1995 14:57:53 +0200
Justin wrote:
> > As an extra alternative for called shots, I give the player the
> >choice of one of three options. They can either a) up the damage code as
> >per the standard rules, b) leave the damage code the same and bypass
> >armor, or c) leave the damage code and armor unchanged and go for a
> >special game effect. It works well.
>
> I must say, so far it seems to work well. I really like the way Marc has set
> up the options above. I haven't seen option c in use yet, but it seems to
> make sense. As far as options a and b are concerned, I have seen them in use
We use c) a lot. Not for headshots but for shots to legs (stop the dude from
running away) or hands/legs (get rid of the pistol he got). It's a bit tricky
to calculate damage for these special effects. I tend to give one damage level
less then the original.
Example:
Shoot to legs with an predator gives and L wound to this leg and stops the
character. (Example is without extra successes). Results and extra account
for wounds.
bye,
Stefan
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