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Message no. 1
From: David Buehrer <dbuehrer@****.ORG>
Subject: Combat Pool and BF/FA
Date: Fri, 3 Oct 1997 12:35:43 -0600
Here's another idea to solve the problem of using Combat Pool to
completely dodge burst and full-auto weapons fire.

For every three rounds fired add +1 to the resistance TN for *combat
pool dice only*.

Sam is shot at by a ganger (a three round burst). The ganger roles 2
successes. Sam has five points of balistic armor. The power/damage
after the burst is a 9S. Sam roles his 4 body dice against a 4
(9-5), and 4 combat pool dice vs a 5 (9-5+1). As per the rules of
Sam's successes are applied towards staging down the damage. As per
the rules if the number of successes gained from Sam's combat pool dice
exceed the ganger's successes the attack is evaded.

Okay, now what's wrong with this idea :)

-David
http://www.geocities.com/TimesSquare/1068/homepage.htm
--
"Creativity is allowing yourself to make mistakes. Art is knowing
which ones to keep."
Message no. 2
From: "Jackson, Hank" <Hank.Jackson@*********.COM>
Subject: Re: Combat Pool and BF/FA
Date: Fri, 3 Oct 1997 15:04:19 -0400
David Buehrer,

>>For every three rounds fired add +1 to the resistance TN for
*combat
>>pool dice only*.

I like it. I may add that to my house rules provided I can bring my
players up to speed.

Galen
Message no. 3
From: "Mike (Leszek Karlik)" <trrkt@*****.ONET.PL>
Subject: Re: Combat Pool and BF/FA
Date: Sat, 4 Oct 1997 00:39:32 +0000
On 3 Oct 97, David Buehrer disseminated foul capitalist propaganda
by writing:

> Here's another idea to solve the problem of using Combat Pool to
> completely dodge burst and full-auto weapons fire.
>
> For every three rounds fired add +1 to the resistance TN for *combat
> pool dice only*.

> Okay, now what's wrong with this idea :)

Ummm... You count the burst modifier TWICE. (Power modification plus
the additional +1). The whole idea was that with a skill/success
based TN for dodging, it should be harder to dodge a burst that a
single shot with the same number of successes/skill of the firer.

The current system makes the burst fire harder to dodge by increasing
power, so there's no need for additional TN increase... (IM(ns)HO)


Mike (Leszek Karlik) - trrkt@*****.onet.pl; http://www.wlkp.top.pl/~bear/mike
FL/GN Leszek/Raptor II/ISD Vanguard, (SS) (PC) (ISM) {IWATS-IIC} JH(Sith)/House Scholae
Palatinae
WE DON'T SERVE WOMEN (bring your own)
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: Combat Pool and BF/FA
Date: Sat, 4 Oct 1997 12:08:05 +0100
David Buehrer said on 12:35/ 3 Oct 97...

> For every three rounds fired add +1 to the resistance TN for *combat
> pool dice only*.
>
> Sam is shot at by a ganger (a three round burst). The ganger roles 2
> successes. Sam has five points of balistic armor. The power/damage
> after the burst is a 9S. Sam roles his 4 body dice against a 4
> (9-5), and 4 combat pool dice vs a 5 (9-5+1). As per the rules of
> Sam's successes are applied towards staging down the damage. As per
> the rules if the number of successes gained from Sam's combat pool dice
> exceed the ganger's successes the attack is evaded.
>
> Okay, now what's wrong with this idea :)

Maybe this rule would work better if you apply it to the "Combat pool
rolls against TN 4" house rule, so that if someone fires 6 rounds at you,
your Combat Pool rolls against a 6 regardless of the Power Level of the
attack.

This is going to make combat a lot more complicated when added to my FA
house rules, though... Keeping track of two TNs for the attacker and two
TNs for the target might slow down the game somewhat.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Zo buurman, ik hier?
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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