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Message no. 1
From: dbuehrer@******.carl.org dbuehrer@******.carl.org
Subject: Falling Unconscious
Date: Wed, 29 Mar 2000 07:35:33 -0700
Gurth wrote:

>IMHO, the opposite may also be a good thing to have: a way to fall
>unconscious (or at least become incapacitated for a while) regardless of
>how much damage you've taken. This should be done without adding another
>die roll, so maybe it could be implemented this way: if the highest-
>rolling die on the Damage Resistance Test is less than the total number of
>boxes of damage you've sustained (or have just taken, if the GM is feeling
>generous :) you are incapacitated for a number of turns equal to the
>difference in roll and number of boxes. This need not be unconsciousness,
>though -- you're just incapable of doing much of anything for a short
>while.

Or how about this?

If your wound modifiers equal your willpower, you are incapacitated (you
can move a distance equal to half your Quickness, rounded down, and you are
limited to one simple action per initiative pass).

If your wound modifiers exceed your willpower, you fall unconscious.

Each box of physical overflow counts as a +1 wound modifier.

Your typical civilian (Willpower 3) is going to become incapacitated if
receive a Serious wound, and will fall unconscious upon receiving a Deadly
wound.

Your typical shadowrunner on the other hand (Willpower 5-6) won't become
incapacitated until receiving a Deadly physical wound and 2-3 boxes of
overflow. This would also allow a typical shadowrunner to keep going after
receiving a Deadly stun (and they wouldn't fall unconscious until receiving
an additional Moderate or Serious wound).

No extra dice calculations and the math is easy :)

To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"Today is the tomorrow you worried about yesterday ... and all is well."
Message no. 2
From: dbuehrer@******.carl.org dbuehrer@******.carl.org
Subject: Falling Unconscious
Date: Wed, 29 Mar 2000 08:05:00 -0700
dbuehrer@******.carl.org wrote:
>Gurth wrote:
>
>>IMHO, the opposite may also be a good thing to have: a way to fall
>>unconscious (or at least become incapacitated for a while) regardless of
>>how much damage you've taken. This should be done without adding another
>>die roll, so maybe it could be implemented this way: if the highest-
>>rolling die on the Damage Resistance Test is less than the total number of
>>boxes of damage you've sustained (or have just taken, if the GM is feeling
>>generous :) you are incapacitated for a number of turns equal to the
>>difference in roll and number of boxes. This need not be unconsciousness,
>>though -- you're just incapable of doing much of anything for a short
>>while.
>
>Or how about this?
>
>If your wound modifiers equal your willpower, you are incapacitated (you
>can move a distance equal to half your Quickness, rounded down, and you
>are limited to one simple action per initiative pass).
>
>If your wound modifiers exceed your willpower, you fall unconscious.
>
>Each box of physical overflow counts as a +1 wound modifier.
>
>Your typical civilian (Willpower 3) is going to become incapacitated if
>receive a Serious wound, and will fall unconscious upon receiving a Deadly
>wound.
>
>Your typical shadowrunner on the other hand (Willpower 5-6) won't become
>incapacitated until receiving a Deadly physical wound and 2-3 boxes of
>overflow. This would also allow a typical shadowrunner to keep going
>after receiving a Deadly stun (and they wouldn't fall unconscious until
>receiving an additional Moderate or Serious wound).
>
>No extra dice calculations and the math is easy :)

And I just thought of an extension of this.

Instead of having those pesky knockout drugs, like Nuerostun VII, inflict
damage, have them inflict wound modifiers instead and apply the above rule
to determine when they knock a character out. The wound modifiers from a
drug represent their affect on the character. A drug could make the
character sleepy, cause hallucinations, relax his muscles, impair
judgement, etc., but the effects can be represented simply by wound modifiers.

The knockout drug rolls a number of dice equal to it's rating vs a TN of
4. The target rolls a number of dice equal to his Body or Willpower
(whichever is higher) vs the rating of the knockout drug. The target's
successes are subtracted from the drug's successes. If the drug's attack
results in any successes, those successes are counted as wound
modifiers. Oh yeah, and I suggest treating this like a damage resistance
test in that modifiers of any sort should *not* be applied to this test.

Mik the dwarf (Body 5, Willpower 7) gets hit with a dart loaded with
Neurostun VII. The drug rolls 7d6 vs a 4. Mik rolls 7d6 (his Willpower,
because it's greater than his Body) vs a 7 (the drug's rating). Let's say
the drug rolls four successes, and Mik rolls one success. Mik receives a
+3 wound modifier (4-1=3). He's seriously affected, but he's still up and
standing (assuming he hasn't taken any damage prior to this).

Recovery time is based on the drug. Each drug has a base recovery time
(which you'll have to figure out yourself. Recovery time can be reduced by
rolling Willpower or Body, whichever is higher, vs the drug's
rating. Divide the base recovery time by the number of successes rolled.

To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"Warm nights, good food, kindred spirits....great life!"
Message no. 3
From: Gurth gurth@******.nl
Subject: Falling Unconscious
Date: Wed, 29 Mar 2000 19:19:48 +0200
According to dbuehrer@******.carl.org, at 7:35 on 29 Mar 00, the word on
the street was...

> If your wound modifiers equal your willpower, you are incapacitated (you
> can move a distance equal to half your Quickness, rounded down, and you are
> limited to one simple action per initiative pass).
>
> If your wound modifiers exceed your willpower, you fall unconscious.

This is an even better way to limit extra dice rolls, or interpretations
of ones, but I feel it lacks an element of chance -- you're guaranteed to
be incapacitated or go unconscious this way, with no hope of having a
lucky break. I do like it, though I'd complicate the rules a little by
making characters make a Willpower test when they get to the point where
wound modifiers equal or exceed their Willpower. How about a target number
of 4 (+wound mods, of course), and failing the test means incapacitation
for a number of turns equal to the difference between the highest roll and
the TN?

It does add an extra die roll, but at least it's not every time someone
takes damage. (I hope :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
What a pretty life you have...
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-

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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 4
From: Richard Gaywood r.gaywood@**********.com
Subject: Falling Unconscious
Date: Wed, 29 Mar 2000 20:20:55 -0000
I like the idea of putting Willpower into this staying-awake stuff. I also
like the idea of the player not falling unconcious after 10 boxes of stun.
If I ever actually find some players (bitch, bitch) I'll do something like
this.

--
-=R=-

SRGC SR1+ SR2++ SR3+++ h++| web: http://www.clmconsulting.co.uk
b+++ !B UB IE++ RN++ W- | ICQ: 66545073
ri++ ma++ m+ gm+ M+ !P | UT ngStats: RichBeard
Message no. 5
From: dbuehrer@******.carl.org dbuehrer@******.carl.org
Subject: Falling Unconscious
Date: Fri, 14 Apr 2000 07:59:25 -0600
Gurth wrote:
>According to dbuehrer@******.carl.org, at 7:35 on 29 Mar 00, the word on
>the street was...
>
> > If your wound modifiers equal your willpower, you are incapacitated (you
> > can move a distance equal to half your Quickness, rounded down, and you
> are
> > limited to one simple action per initiative pass).
> >
> > If your wound modifiers exceed your willpower, you fall unconscious.
>
>This is an even better way to limit extra dice rolls, or interpretations
>of ones, but I feel it lacks an element of chance -- you're guaranteed to
>be incapacitated or go unconscious this way, with no hope of having a
>lucky break.

Ah, but chance does exist, in the form of the damage resistance test :)

> I do like it, though I'd complicate the rules a little by
>making characters make a Willpower test when they get to the point where
>wound modifiers equal or exceed their Willpower. How about a target number
>of 4 (+wound mods, of course), and failing the test means incapacitation
>for a number of turns equal to the difference between the highest roll and
>the TN?
>
>It does add an extra die roll, but at least it's not every time someone
>takes damage. (I hope :)

If you really want to add another dice roll, I would advocate a willpower
test vs the total wound modifier every time a character is wounded. A
character with a previous Light stun (+1 wound modifier) gets shot which
results in a Serious physical wound (+3 wound modifier). The character
makes a Willpower(4) test. Failure results in unconsciousness. One
success results in incapacitation (he's conscious and he can crawl, but
that's it). Two or more successes means that he character is conscious and
may act normally.

I also would apply the results until the end of combat, unless the affected
character spends a Karma Pool point for another willpower test vs the pain
(one test per turn).

To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"All things are at all times, in motion. Take the time to watch the dance."
-John Caeser Leafston

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