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Message no. 1
From: Eric e-lemme@***.cso.uiuc.edu
Subject: Cyber parts and combat damage
Date: Mon, 01 Nov 1999 11:43:42 -0600
Hi all, I am currently in a game with a character that has 2 cyberarm
(str 7) each with a retractable spur and level one bonelacing. It seems
to me that their are alot of power modifiers and I wanted to see how
people worked these in their own games.

matched spurs 10m (7 for strength plus 3(1/2 str) because of two spurs)
unarmed 11m stun(7 for strength, +2 for 2 cyberlimbs, +2 for level 1
bone lacing)
unarmed physical 5m (1/2 regular unarmed from bone lacing)

It seems a little odd to me that the power level ends up higher without
the spurs than with the spurs.

Do people think it would be reasonable to add the power modifiers from
having 2 cyberlimbs and the bone lacing to the spurs?

Thanks Eric
Message no. 2
From: dbuehrer@****.org dbuehrer@****.org
Subject: Cyber parts and combat damage
Date: Mon, 01 Nov 1999 11:04:04 -0700
Eric wrote:
\ Hi all, I am currently in a game with a character that has 2 cyberarm
\ (str 7) each with a retractable spur and level one bonelacing. It seems
\ to me that their are alot of power modifiers and I wanted to see how
\ people worked these in their own games.
\
\ matched spurs 10m (7 for strength plus 3(1/2 str) because of two spurs)
\ unarmed 11m stun(7 for strength, +2 for 2 cyberlimbs, +2 for level 1
\ bone lacing)
\ unarmed physical 5m (1/2 regular unarmed from bone lacing)
\
\ It seems a little odd to me that the power level ends up higher without
\ the spurs than with the spurs.
\
\ Do people think it would be reasonable to add the power modifiers from
\ having 2 cyberlimbs and the bone lacing to the spurs?

Keep in mind that the Spurs are doing physical damage, whereas the 11m
without the spurs is stun damage. Given that, everything as is seems
reasonable to me :)

-Graht
--
"Earn what you have been given."
Message no. 3
From: Scott W iscottw@*****.nb.ca
Subject: Cyber parts and combat damage
Date: Mon, 01 Nov 1999 14:37:47 -0400
"And now, a Channel 6 editorial reply to Eric."
] Hi all, I am currently in a game with a character that has 2 cyberarm
] (str 7) each with a retractable spur and level one bonelacing. It seems
] to me that their are alot of power modifiers and I wanted to see how
] people worked these in their own games.
]
] matched spurs 10m (7 for strength plus 3(1/2 str) because of two spurs)
] unarmed 11m stun(7 for strength, +2 for 2 cyberlimbs, +2 for level 1
] bone lacing)
] unarmed physical 5m (1/2 regular unarmed from bone lacing)

Why would bone lacing affect cyberlimbs? There's no natural matter
in the limb, and the increase in power is coming from increased bone
density, therefore I wouldn't think that a cyberlimb would receive any
benefit from BL.
Also, when you punch, you're getting the benefit of the lacing. When
you use a spur, you're slashing or stabbing, and bone density doesn't
come into play (or does it? Are you hitting harder because you know
your arm won't snap? Aw, hell, I dunno).
Anyway, for those reasons and for game balance, I'd say nosireeBob,
no bone lacing benefit from cyberlimbs.

-Boondocker
Message no. 4
From: Christopher Miller poettech@*********.net
Subject: Cyber parts and combat damage
Date: Mon, 1 Nov 1999 16:45:17 -0500
> Why would bone lacing affect cyberlimbs? There's no natural matter
> in the limb, and the increase in power is coming from increased bone
> density, therefore I wouldn't think that a cyberlimb would receive any
> benefit from BL.

I'm going to have to agree here; The cyberarm would have it's own
infrastructure (probably steel or titanium, depending on the tech of the
arm) and would not require reinforcement.

> Also, when you punch, you're getting the benefit of the
> lacing. When
> you use a spur, you're slashing or stabbing, and bone density doesn't
> come into play (or does it? Are you hitting harder because you know
> your arm won't snap? Aw, hell, I dunno).

I can think of at least one move where you would at least want the spurs
laced *to* the arm bone, if not the arm itself. Consider a throw move where
you might stab in below the ribcage, half-twist at your waist, then LIFT the
victim and throw. Depending on the weight of your intended victim, you'd
want the bones and spurs reinforced, I'd think.

--Chris
Message no. 5
From: Eric Lemme e-lemme@***.cso.uiuc.edu
Subject: Cyber parts and combat damage
Date: Mon, 01 Nov 1999 20:54:15 -0600
dbuehrer@****.org wrote:
>
> Eric wrote:
> \ Hi all, I am currently in a game with a character that has 2 cyberarm
> \ (str 7) each with a retractable spur and level one bonelacing. It seems
> \ to me that their are alot of power modifiers and I wanted to see how
> \ people worked these in their own games.
> \
> \ matched spurs 10m (7 for strength plus 3(1/2 str) because of two spurs)
> \ unarmed 11m stun(7 for strength, +2 for 2 cyberlimbs, +2 for level 1
> \ bone lacing)
> \ unarmed physical 5m (1/2 regular unarmed from bone lacing)
> \
> \ It seems a little odd to me that the power level ends up higher without
> \ the spurs than with the spurs.
> \
> \ Do people think it would be reasonable to add the power modifiers from
> \ having 2 cyberlimbs and the bone lacing to the spurs?
>
> Keep in mind that the Spurs are doing physical damage, whereas the 11m
> without the spurs is stun damage. Given that, everything as is seems
> reasonable to me :)
>
> -Graht

OK, Looking at this from a slightly different piont to view. If my
character really doesnt care if he kills an opponent or simply knocks
him out, why put the investment of cash and skill in being able to use
the spurs.

both the spurs and unarmed combat both go against impact armor right?

are there creatures or spells that allow you to ignore stun damage?
Message no. 6
From: Mike & Linda Frankl mlfrankl@***.com
Subject: Cyber parts and combat damage
Date: Mon, 1 Nov 1999 23:29:56 -0500
Eric wrote:
> OK, Looking at this from a slightly different piont to view. If my
> character really doesnt care if he kills an opponent or simply knocks
> him out, why put the investment of cash and skill in being able to use
> the spurs.

I had a character that worked on the concept of knocking them out. After all
once they're down it is a simple matter to finish the task, plus you can
always let them wake up if you change your mind. Knocking out also works
better in most cases as the impact armor is usually lower than the ballistic
armor rating (on most runners/security at least). Make sure you have a good
strength (and bonelacing never hurts) and you will usually get them.

;)

Smilin' Jack
Message no. 7
From: Da Twink Daddy datwinkdaddy@*******.com
Subject: Cyber parts and combat damage
Date: Mon, 1 Nov 1999 22:59:49 -0600 (CST)
Today, Eric Lemme spoke on Re: Cyber parts and combat damage:

> > \ matched spurs 10m (7 for strength plus 3(1/2 str) because of two spurs)
> > \ unarmed 11m stun(7 for strength, +2 for 2 cyberlimbs, +2 for level 1
> > \ bone lacing)
> > \ unarmed physical 5m (1/2 regular unarmed from bone lacing)
> >
> > Keep in mind that the Spurs are doing physical damage, whereas the 11m
> > without the spurs is stun damage. Given that, everything as is seems
> > reasonable to me :)
>
> OK, Looking at this from a slightly different piont to view. If my
> character really doesnt care if he kills an opponent or simply knocks
> him out, why put the investment of cash and skill in being able to use
> the spurs.

If you just don't care for killing, spurs are definately the *wrong* way
to go, IMO. Just a decent Unarmed Combat, Bone Lacing or Cyberarms and/or
Brass Knuckles and a decent strength. And go for it.

> both the spurs and unarmed combat both go against impact armor right?

IIRC, Yes.

> are there creatures or spells that allow you to ignore stun damage?

Well, there are always those stim patches. They allow you to ignore stun
for a while. There's nifty stuff out of shadowtech, pain editors, IIRC,
that make you just shrug off stun damage, etc. AFAIK there aren't any
stun healing spells, though I think there should be, maybe. Of course,
with the stipulation that they don't heal drain.

On an aside, has anyone thought about changing the damage for things like
clubs and even hands? (Stun Weapons) Sure, these things don't
necessarily do the same kinda of damage as a bullet, but they will still
kill you, possibly before they knock you out.

I've considered the following house rule: All Stun damage that isn't due
to fatigue or 'knock-out' gas, is instead physical damage of one less
damage level, same power. I would guess it would make games, and
especially melee, a little more dangerous, but I don't think it would
throw off game balance that much. Also, it provides the advantage of
allowing sleep depravation to accumulate on the stun monitor.

Spell Drain would still be stun. Speaking of spell drain here's another
house rule I've considered, but never tried, what do you think. When
casting a spell above you Magic rating you resist (Stun) drain as normal
but the spell has (Force - Magic) autosucceses you have to cancel out
first. Any successes you don't cancel out can stage the damage up. In
the astral the spell always rolls a force test vs. your magic to determine
other sucesses.

So, in this way a spell won't hardly ever kill a mage, but it can more
easily knock him or her out. This just seems to be a more natural, even
progression than suddenly jumping to damage on the Physical track. For
damage over D (10 boxes) I use the following progression: 10 (D), 15 (D+),
21 (D++), 28 (you get the picture) this makes it easier to kill people and
sometimes I don't do overdamage but, it might apply in this case.

Anyway, I just rambled about a few house rules that I though might be
instesting, give me some feedback, OK?

Da Twink Daddy
e-mail: bss03@*******.uark.edu
ICQ: 514984
Message no. 8
From: Sebastian Wiers m0ng005e@*********.com
Subject: Cyber parts and combat damage
Date: Tue, 2 Nov 1999 00:06:27 -0600
:Hi all, I am currently in a game with a character that has 2 cyberarm
:(str 7) each with a retractable spur and level one bonelacing. It seems
:to me that their are alot of power modifiers and I wanted to see how
:people worked these in their own games.


See p. 49 of cybertechnolgy for rules regardin cyberware and bone
lacing. (/action checks rules) Hmm, looks like you are just fine, for now.
M&M might chage that.

:matched spurs 10m (7 for strength plus 3(1/2 str) because of two spurs)
:unarmed 11m stun(7 for strength, +2 for 2 cyberlimbs, +2 for level 1
:bone lacing)
:unarmed physical 5m (1/2 regular unarmed from bone lacing)
:
:It seems a little odd to me that the power level ends up higher without
:the spurs than with the spurs.

That's mostly because the +2 for the two cyberlimbs. Basically, your
making an unarmed attack with a really hard object for your unarmed, but
still "just" using spurs as cyber weapons . They don't get sharper, just
because they are in a cyberlimb.
:
:Do people think it would be reasonable to add the power modifiers from
:having 2 cyberlimbs and the bone lacing to the spurs?

No. They are basically big knives. Would knives do more dmage if you
were holding them in laced or cybered hands? You don't cut deeper because
your limbs are re-inforced. If you want to do more damage with the spurs,
boost your limb strength (or get the blades dikoted). Yes, realisticly, the
toughness of your limbs would impact the maximum force you COULD apply, but
strength is the measure in Shadowrun of how much force you DO apply.

Mongoose
Message no. 9
From: Sebastian Wiers m0ng005e@*********.com
Subject: Cyber parts and combat damage
Date: Mon, 1 Nov 1999 23:54:21 -0600
:are there creatures or spells that allow you to ignore stun damage?

Theres the pain editor. Its pretty rare. The trauma damper is a bit
more common than the platelet factory. Other than that, most "pain
resistance" stuff works equally well on both tracks. The one main advantage
to doing lethal damage in melee is that its generally what your gun toting
friends are doing.

Mongoose
Message no. 10
From: Sebastian Wiers m0ng005e@*********.com
Subject: Cyber parts and combat damage
Date: Tue, 2 Nov 1999 13:39:55 -0600
:On an aside, has anyone thought about changing the damage for things like
:clubs and even hands? (Stun Weapons) Sure, these things don't
:necessarily do the same kinda of damage as a bullet, but they will still
:kill you, possibly before they knock you out.

Rarely. More common is that blunt trauma will manifest secondary
aspects that cause threat to life. For example, head injuries sometimes
cause internal bleeding inside the skull that can result in brain impairment
or death.
The easiest way to simulate this effect would be, when somebody makes a
test to recover stun damage, and fails, the box is "healed" in an hour, but
they take a box of physical damage!

:I've considered the following house rule: All Stun damage that isn't due
:to fatigue or 'knock-out' gas, is instead physical damage of one less
:damage level, same power. I would guess it would make games, and
:especially melee, a little more dangerous, but I don't think it would
:throw off game balance that much. Also, it provides the advantage of
:allowing sleep depravation to accumulate on the stun monitor.

It would, however, make many stun attacks less effective. For example,
stun bolts, if not put on the stun track, just become less powerful combat
spells. Clubs would do a base L damage- much easier to resist.

:Spell Drain would still be stun. Speaking of spell drain here's another
:house rule I've considered, but never tried, what do you think. When
:casting a spell above you Magic rating you resist (Stun) drain as normal
:but the spell has (Force - Magic) autosucceses you have to cancel out
:first. Any successes you don't cancel out can stage the damage up. In
:the astral the spell always rolls a force test vs. your magic to determine
:other sucesses.


Interesting idea, although it changes the concept behind what happens
when you exceed your magic rating. Exeeding your magic rating with spell
(or spirit) force is not just supposed to be hard to do, its supposed to
overload your physiology. I think this would encourage folks a bit more to
use over-magic rating spells (and maybe spirits, at least those elves who
can do force 8 for S drain). The immediate balance seems about the same,
but the repercusions might not last nearly as long- or they might not last
longer, since first-aid DOES help in healing physical drain.
I don't like the concept for astral space, however. Its a bit to
random, and (as long as they are willing to take physicl damage) mages can
currently cast as many (and as effective) spells astrally as physically.
Its not like astral projection is an easy job as it stands. It might be a
neat concept for a mana flux or wild magic effect, however.

Mongoose
Message no. 11
From: Marc Renouf renouf@********.com
Subject: Cyber parts and combat damage
Date: Tue, 2 Nov 1999 14:23:40 -0500 (EST)
> On an aside, has anyone thought about changing the damage for things like
> clubs and even hands? (Stun Weapons) Sure, these things don't
> necessarily do the same kinda of damage as a bullet, but they will still
> kill you, possibly before they knock you out.

Fields of Fire has a rule that specifically addresses this. On
p. 83, there's a section about using a called shot to do physical damage
with a stun weapon. That's typically how I handle it. Yes, you *can*
kill someone with your bare hands. It's not easy, though. As a side
note, I halve the called shot penalty for melee combat (I figure if
visibility mods are halved in melee, lowering the called shot penalty when
someone's within arm's reach is okay too). It works pretty well.
Typically though, the most severe damage doesn't happen to someone
until after they're down and out. It's when you're on the ground getting
kicked like the proverbial can that bad stuff really starts to happen.
This is mainly because your body is no longer tensing up to protect its
vital organs and you're less likely to be able to "roll" with a hit
('cause ya got nowhere else to go). This is reflected in Shadowrun by
having the Stun damage "wrap around" into Physical damage. So when you
get hammered into the ground and kicked like the dog you are, you're
infinitely more likely to suffer lasting physical wounds (broken ribs,
burst eyeballs, ruptured internal organs, etc).

Marc
Message no. 12
From: Da Twink Daddy datwinkdaddy@*******.com
Subject: Cyber parts and combat damage
Date: Tue, 2 Nov 1999 13:46:41 -0600 (CST)
Today, Sebastian Wiers spoke on Re: Cyber parts and combat damage:

>
>
> :On an aside, has anyone thought about changing the damage for things like
> :clubs and even hands? (Stun Weapons) Sure, these things don't
> :necessarily do the same kinda of damage as a bullet, but they will still
> :kill you, possibly before they knock you out.
>
> Rarely. More common is that blunt trauma will manifest secondary
> aspects that cause threat to life. For example, head injuries
> sometimes cause internal bleeding inside the skull that can result in
> brain impairment or death.
> The easiest way to simulate this effect would be, when somebody
> makes a test to recover stun damage, and fails, the box is "healed" in
> an hour, but they take a box of physical damage!

Hrm, I'm not sure exactly what you mean here, example please. (Game
mechanics, not 'idea')

> It would, however, make many stun attacks less effective. For
> example, stun bolts, if not put on the stun track, just become less
> powerful combat spells. Clubs would do a base L damage- much easier
> to resist.

Yeah, but I'd rather try and hold off a club than a large (read: M damage)
knife. Unless of course the person wielding the club was more skilled
than the person wielding the knife. It is simply easier to do physical
damage with those sharp objects.

Although I didn't mention it, Stunbolt/ball would stay as Stun damage.
In SR2, IIRC, 'Sleep' was a combat spell that did D level Stun damage. I
want my Stunbolt/balls to be that and so they fall under 'knock-out gas' /
fatigue.

How do you stage your damage past D stun? I mean, if a troll catches
someone square in the face with a baseball bat, they might end up dying
just because of that wound. (D Physical) How many sucesses is that?

Also, although this might be getting into to many details, to you players
ever ignore that M damage they took a few moments ago and just start
climbing walls and running around with that +2 Modifier. I mean it might
not be a lot, but for a M or S wound you can cause a few more 'boxes of
damage' just by not getting to a doctor fairly quick.

Does this work it's way into your games? If so, how?

> Interesting idea, although it changes the concept behind what
> happens when you exceed your magic rating. Exeeding your magic rating
> with spell (or spirit) force is not just supposed to be hard to do,
> its supposed to overload your physiology. I think this would
> encourage folks a bit more to use over-magic rating spells (and maybe
> spirits, at least those elves who can do force 8 for S drain). The
> immediate balance seems about the same, but the repercusions might not
> last nearly as long- or they might not last longer, since first-aid
> DOES help in healing physical drain.

Yeah, this would encourage pushing your spell casting/spirit summoning to
go a little over your magic, but you still have to resist a higher number
AND cancel out those auto sucesses.

Although first aid works on drain BTB, it wouldn't here, cause first aid
doesn't heal stun, but now you have the option of loading mages with
stimulant patches and letting them rip off a bunch of spells. (Maybe,
depends on how you like your magic.)

> I don't like the concept for astral space, however. Its a bit to
> random, and (as long as they are willing to take physicl damage) mages
> can currently cast as many (and as effective) spells astrally as
> physically. Its not like astral projection is an easy job as it
> stands. It might be a neat concept for a mana flux or wild magic
> effect, however.

But that's kind of the problem. I think it should be *much* harder for a
mage to channel energy when they are so far away from what they seem to
channel it through. Yes, it is random, maybe just (2x Force - Magic)
autosucesses don't add any from going over your magic rating. Thay way
there is less die rolling and low power spells are still fairly easy to
shrug off. Just kind of bouncing idea off the list and such.

* DTD realizes he needs to proofread his e-mail more *

Da Twink Daddy
e-mail: bss03@*******.uark.edu
ICQ: 514984
Message no. 13
From: Sebastian Wiers m0ng005e@*********.com
Subject: Cyber parts and combat damage
Date: Tue, 2 Nov 1999 16:15:20 -0600
:> Rarely. More common is that blunt trauma will manifest secondary
:> aspects that cause threat to life. For example, head injuries
:> sometimes cause internal bleeding inside the skull that can result in
:> brain impairment or death.
:> The easiest way to simulate this effect would be, when somebody
:> makes a test to recover stun damage, and fails, the box is "healed" in
:> an hour, but they take a box of physical damage!
:
:Hrm, I'm not sure exactly what you mean here, example please. (Game
:mechanics, not 'idea')

OK, to heal stun damage, you make a test against a TN of 2 (modified for
damage), using the higher of Body or Willpower. You divide an hour by the
number of successes, and that's how long it takes to heal one box of stun.
I was suggesting that a failed roll (admitedly rare), instead of just
making it take the base hour, would cause a box of physical damage. You
could have this take place immediately, or after the hour is up.

:How do you stage your damage past D stun? I mean, if a troll catches
:someone square in the face with a baseball bat, they might end up dying
:just because of that wound. (D Physical) How many sucesses is that?

In SR3 melee, you don't. "Staging past D" increases the Power, per SR3
melee rules. This doesn't mean melee attacks don't cause a lot of grief.
For example, you could take a serious stun wound, then really loose the next
exchange (as is likey, given wound penalties to your defense), and take a
deadly stun wound, putting you at serious physical.
Heck, my mage got really fragged by stun- I was knocked out by a water
elemental (which put me at Deadly stun and some physical), stimmed awake,
knocked out again by nuerostun, then had the stim wear off. I think I ended
up at 1 below Deadly physical, when all was said and done- all from stun
damage (plus the extra box from the stim). I was glad we DON'T use the
option I mentioned above...

In SR2, we just had each "extra success" do one more box of damage each-
stun overflow, or physical overflow. Ouch.

Mongoose
Message no. 14
From: Da Twink Daddy datwinkdaddy@*******.com
Subject: Cyber parts and combat damage
Date: Tue, 2 Nov 1999 20:23:50 -0600 (CST)
Today, Sebastian Wiers spoke on Re: Cyber parts and combat damage:

> :Hrm, I'm not sure exactly what you mean here, example please. (Game
> :mechanics, not 'idea')
>
> OK, to heal stun damage, you make a test against a TN of 2 (modified for
> damage), using the higher of Body or Willpower. You divide an hour by the
> number of successes, and that's how long it takes to heal one box of stun.
> I was suggesting that a failed roll (admitedly rare), instead of just
> making it take the base hour, would cause a box of physical damage. You
> could have this take place immediately, or after the hour is up.

Hrm, that seems like it would be rather rare, but it doesn't seem that
hard to implement and would be quite annoying. (EGMG)

> :How do you stage your damage past D stun? I mean, if a troll catches
> :someone square in the face with a baseball bat, they might end up dying
> :just because of that wound. (D Physical) How many sucesses is that?
>
> In SR3 melee, you don't. "Staging past D" increases the Power, per SR3
> melee rules. This doesn't mean melee attacks don't cause a lot of grief.
> For example, you could take a serious stun wound, then really loose the next
> exchange (as is likey, given wound penalties to your defense), and take a
> deadly stun wound, putting you at serious physical.

Well, here's my point. If you get caught unaware by a troll hittin goyu
in the back of the skull with a baseball bat, you could very well die from
it. It *should be possible* to do Deadly physical damage with one strike.
How can we do this. Plus, I've never liked having extra sucesses over D
add to the power, it seems backwards. Don't ask me to explain.

> Heck, my mage got really fragged by stun- I was knocked out by a water
> elemental (which put me at Deadly stun and some physical), stimmed awake,
> knocked out again by nuerostun, then had the stim wear off. I think I ended
> up at 1 below Deadly physical, when all was said and done- all from stun
> damage (plus the extra box from the stim). I was glad we DON'T use the
> option I mentioned above...

:) You were lucky.

> In SR2, we just had each "extra success" do one more box of damage
each-
> stun overflow, or physical overflow. Ouch.

Hrm, I could definately see that. Maybe that's how I will do it. That's
an n advancement rather than the (n^2 + n)/4 advancement that noramll
happens wrt damage but, it is a rare circumstance and maybe doesn't need
to have the same progression.

Da Twink Daddy
e-mail: bss03@*******.uark.edu
ICQ: 514984
Message no. 15
From: Sebastian Wiers m0ng005e@*********.com
Subject: Cyber parts and combat damage
Date: Wed, 3 Nov 1999 01:02:33 -0600
:> In SR2, we just had each "extra success" do one more box of damage
each-
:> stun overflow, or physical overflow. Ouch.
:
:Hrm, I could definately see that. Maybe that's how I will do it. That's
:an n advancement rather than the (n^2 + n)/4 advancement that noramll
:happens wrt damage but, it is a rare circumstance and maybe doesn't need
:to have the same progression.

It worked very well for us in SR2, but we haven't (that I know) used it
in SR3. Then again, it hasn't been called for, I think...
I never saw the point of continued staging, myself, as the "type" of
damage has been changed (overflow physical is more like "maiming" than
normal physical trauma).
Hell, I wouldn't mind 1 success = 1 box, for all things. I think
somebody who posted a house rules link (Mark?) recently does it that way.
One
advantage would be, you could have weapons (and spells, etc) that did a base
2, 4, 5,7,8.. boxes, instead of just L,M,S,D.

Mongoose
Message no. 16
From: Da Twink Daddy datwinkdaddy@*******.com
Subject: Cyber parts and combat damage
Date: Wed, 3 Nov 1999 00:39:50 -0600 (CST)
Today, Sebastian Wiers spoke on Re: Cyber parts and combat damage:

> :Hrm, I could definately see that. Maybe that's how I will do it. That's
> :an n advancement rather than the (n^2 + n)/4 advancement that noramll
> :happens wrt damage but, it is a rare circumstance and maybe doesn't need
> :to have the same progression.
>
> It worked very well for us in SR2, but we haven't (that I know)
> used it in SR3. Then again, it hasn't been called for, I think...
> I never saw the point of continued staging, myself, as the "type"
> of damage has been changed (overflow physical is more like "maiming"
> than normal physical trauma).

Hrm, I don't know about that, sure it shouldn't go 15, 21 etc. cause that
would make it *too easy* to kill with a baseball bat.

> Hell, I wouldn't mind 1 success = 1 box, for all things. I think
> somebody who posted a house rules link (Mark?) recently does it that
> way. One advantage would be, you could have weapons (and spells, etc)
> that did a base 2, 4, 5,7,8.. boxes, instead of just L,M,S,D.

Yes, that would be A) Simpler and B) Not at all unfair. Sometimes you
come out ahead and sometimes behind. More often than not, it will
probably help (N)PC's be harder to kill. I might use that in the next
game I run.

Da Twink Daddy
e-mail: bss03@*******.uark.edu
ICQ: 514984
Message no. 17
From: dbuehrer@****.org dbuehrer@****.org
Subject: Cyber parts and combat damage
Date: Wed, 03 Nov 1999 07:45:52 -0700
Da Twink Daddy wrote:
\ Today, Sebastian Wiers spoke on Re: Cyber parts and combat damage:
\
\ > Hell, I wouldn't mind 1 success = 1 box, for all things. I think
\ > somebody who posted a house rules link (Mark?) recently does it that
\ > way. One advantage would be, you could have weapons (and spells, etc)
\ > that did a base 2, 4, 5,7,8.. boxes, instead of just L,M,S,D.

That was me (although I may have a few converts, or other equally brilliant
;) GMs/Players came up with the same idea).

\ Yes, that would be A) Simpler and B) Not at all unfair. Sometimes you
\ come out ahead and sometimes behind. More often than not, it will
\ probably help (N)PC's be harder to kill. I might use that in the next
\ game I run.

My group has been using it for over a year and its been working just fine.
Also, it's a much easier system for new players to grasp. Trying to
explain SR's staging rules has always required a bit of effort (maybe
that's just me). "Base damage, plus my attack successes, minus your
resistance successes, equal actual damage," is so much easier. And you
don't lose the odd success, which my players like (even though the NPCs get
the same bonus).

-Graht
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Message no. 18
From: dbuehrer@****.org dbuehrer@****.org
Subject: Cyber parts and combat damage
Date: Wed, 03 Nov 1999 07:52:47 -0700
Sebastian Wiers wrote:

\ Hell, I wouldn't mind 1 success = 1 box, for all things.
\ One advantage would be, you could have weapons (and spells, etc)
\ that did a base 2, 4, 5,7,8.. boxes, instead of just L,M,S,D.

...I like it.

You could make a little bit of varience between similar weapons. For
example one heavy pistol might have Power/Damage of 9/6, whereas another
heavy pistol might have a Power/Damage of 10/5.

You could also increase the base damage for heavy weapons. For example, a
PAC could have a Power/Damage of 18/14.

Methinks I'm going to be busy making adjustments to SR's weapons this weekend.

-Graht
--
"Living la vida dorka."

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