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Message no. 1
From: Alfredo B Alves <dghost@****.COM>
Subject: Drug Staging (Was: My first magician)
Date: Wed, 26 Aug 1998 06:15:40 -0500
On Tue, 25 Aug 1998 11:32:59 -0700 Mongoose <evamarie@**********.net>
writes:
<SNIP Stuff>
> In any case, getting those hits would be a matter of skill, so
should the
>firearms test affect onset time of drugs delivered via gun-type weapon?
> Also, do most folks stage damage from drug-guns up, or just apply
the base
>damage of the drug, if there are any net successes after dodging? We
did, as
>I figured staging represented better delivery, but it might make more
sense to
>use it to reduce onset time as above.
>
>Mongoose

I'd reccomend this:
-For Narcojet/needle/Paint ball/other all-or-nothing delivery systems,
extra successes never stage the damage up.
-For fluid delivery methods extra successes increase the power of the
drug as per melee.
-Every chemical has an onset time.
-For all chemical delivery weapons, divide the onset time by the extra
successes. (round off [thus allowing for effectivvely instant effects])

D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`

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Message no. 2
From: Mongoose <evamarie@**********.NET>
Subject: Re: Drug Staging (Was: My first magician)
Date: Wed, 26 Aug 1998 17:39:18 -0700
>I'd reccomend this:
>-For Narcojet/needle/Paint ball/other all-or-nothing delivery systems,
>extra successes never stage the damage up.

I'm not sure those ARE all or nothing systems; darts can impact badly and
fall out after partial delivery, paintballs can splsh away after a glancing
hit, etc, etc. That's why we alloed staging, although it didd seem silly that
ANY drug could cause a K.O., if used in a "gun", but not when delivered
direct.
[With "no staging", narcoject is the hands down winner, IMO.]
OTOH, if other drugs are ineefective in single shots, but can take down a
target with two hits, why not just up the dossage per load?

>-For fluid delivery methods extra successes increase the power of the
>drug as per melee.

How so, and as opposed to ingestion or inhalation?

>-Every chemical has an onset time.
>-For all chemical delivery weapons, divide the onset time by the extra
>successes. (round off [thus allowing for effectivvely instant effects])

Thats about what I had in mind, and I think (as most chems in SR3 do have
an onset time) its a great idea. I'm still wondering if (for the reasons
above) staging might also be apropriate.

Mongoose
Message no. 3
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: Drug Staging (Was: My first magician)
Date: Wed, 26 Aug 1998 23:17:28 -0500
On Wed, 26 Aug 1998 17:39:18 -0700 Mongoose <evamarie@**********.net>
writes:
>>I'd reccomend this:
>>-For Narcojet/needle/Paint ball/other all-or-nothing delivery systems,
>>extra successes never stage the damage up.

> I'm not sure those ARE all or nothing systems; darts can impact
badly and
>fall out after partial delivery, paintballs can splsh away after a
glancing
>hit, etc, etc.

That seems to be more of an argument for allowing dodging successes
(perhaps every 4 success, round down, drops the damage down 1 level.) to
stage down damage rather than an argument to allow staging up of damage.

>That's why we alloed staging, although it didd seem silly that
>ANY drug could cause a K.O., if used in a "gun", but not when delivered
>direct.

For direct delivery you could use something like 1d6 successes. (rather
arbitrary but simple.

> [With "no staging", narcoject is the hands down winner, IMO.]
> OTOH, if other drugs are ineefective in single shots, but can take
down a
>target with two hits, why not just up the dossage per load?

It's the same thing. I don't see why you couldn't ... however in
general, multiply the size of the "round" (whether a dart, pellet, burst
of fluid, etc ...) by (1+Power Increase). For Smaller dosages, divide by
(1+Power Decrease).

>>-For fluid delivery methods extra successes increase the power of the
>>drug as per melee.

> How so, and as opposed to ingestion or inhalation?

I remembered the melee combat section rules incorrectly. :/ For Fluid
delivery (and ingestion/inhalation), the every two successes increase the
power of the attack by one.

>>-Every chemical has an onset time.
>>-For all chemical delivery weapons, divide the onset time by the extra
>>successes. (round off [thus allowing for effectivvely instant
>effects])

> Thats about what I had in mind, and I think (as most chems in SR3 do
have
>an onset time) its a great idea. I'm still wondering if (for the
reasons
>above) staging might also be apropriate.
>
>Mongoose

Yup. Coolness. I may have a new houserule. (not ANOTHER one ...;)

D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`

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