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Message no. 1
From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Dealing With Armor (I.E. Killing Players)
Date: Sun, 4 Apr 93 23:16:32 CET
In response to David:
>>One of my players actually suggested I make Srun armor ablative. Right
>>now we have been more or less using staging-past-deadly because that is
>>often the only way to hurt certain monsters/players.
Really? The last time I checked a once all the calculations were done a
deadly wound was a deadly wound.

>>We are using SR2 rules. One modifier I do encorporate is that I make
>>wounds count in the damage resistance tests. So once you are wounded
>>you tend to get more wounded pretty durn quickly.
Trying to kill your characters :)

>>I was thinking it might be appropriate to make staging past deadly do one
>>of two things:

>>1) Idea one is that the armor ablates. Each extra level past deadly
>> permanently reduces armor rating by one, or at least it remains ablated
>> for the length of the combat.
I assume you mean before all damage calculations are made since ablating armor
after they took a deadly wound would be pointless? If so than I think this is a
bad idea. This is for several reasons.
First of all is the nature of shadowrun armor. There just are not enough
points of armor to be degrading it. Secondly the armor is an all encompassing
defense. It the sceem of things it doesn't matter to the overall effect if some
jerk punched a whole in your armor with one bullet. Thirdly if the character
avoids all the damage form the attack (through dodge or body) then it really
didn't hit them that hard.

>>2) Idea two is that any deadly-plus result means that defender stages down
>>every three dice instead of two. I am pretty much against this since it
>>complicates things.
This is stupid since you never know if you have deadly-plus damage in SRII til
your all out of dice to roll.

>>We also do combat-pool dodge a little wierd, too. Combat-pool dice get rolled
>>sseperately, against a target number of the firer's skill. I do this
>>cuz I figure the strength of the shot has v ery little to do with how easy it
>>is to dodge. I am considering additionally adding in a negative modifier for
>>heavier armour. I.E. really heavy armour reduces your dodging effectiveness
>>even though it will help a lot in the next part of the resistance test.
You really are out to kill you players. With such high target numbers to
dodge attacks or even stage them down your doing tons of damage to them. It's
hard enough to avoid getting killed in SRII and you've hit your players with a
nasty one-two punch. First all their damage resistance test are affected by
wound status. This rule was notable dropped from SRII, probably because with
the new armor rules it made taking a wound just do deadly game balance wise.
Then you make it nearly impossible to reduce the damage with combat pool dice,
especial when they need them the most (against somebody really good with a gun).

See Ya in Shadows,
Jason J Carter
The Nightstalker

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