From: | Damion Milliken <adm82@***.EDU.AU> |
---|---|
Subject: | Re: Melee and Unarmed combat, and Speed |
Date: | Mon, 8 May 1995 21:10:58 +1000 |
prepared a few days ago, and didn't ever get to post, thanks to the dullards
who claim to run our system. I've been most annoyed as I have been unable to
reply to the list for almost a week now (withdrawal symptoms are starting...
:-)). But, some good (well, maybe not) has come of it. I have realised just
how much time I have been spending (I won't say wasting, it wasn't) on email
and the 'net. And I have decided that it is time for me to begin lurking,
and not to reply to absolutely every post which intrests me, hard as it may
be.
Anyways, here's my old message, with a couple of additions:
OK. I've now read all the posts on melee/unarmed skills and reactions and so
forth, but have been unable to reply before now as we have incompetent
sysmonsters :-(. Anyway, I have a few comments to make.
As Bob rightly guessed, I have no competitive experience. However, this
isn't going to stop me commenting <grin>. In a short time I shall draw on
Bob's personal excperience. But first I have a few other things to say.
Bob, and others, keep quoting martial artists (such as Bruce Lee and Bob's
teacher, Steve) who are able to attack with extreme speed (2-4 times as fast
as as lesser skilled person [I hesitate to say "skilled" but can't think of
an appropriate alternative, perhaps "able" or "capable" - I mean it in
the
general sense, not the SR sense]).
As far as SR is concerned, this does not happen. The best initiative a person
nowadays could get is 9+1D6. This, averaged out, gives such a person 11/6
actions to a normal human's one. That isn't quite 2 to the slower person's
one, but it is close enough. And before someone says something like "the book
says that there were physical adepts before the awakening, and cites badass
martial artists as an example", I'll say "really, and you beleive in
magic?" <sarcasm severly intended>
Thus, in SR, this superlative speed of attack/defence must be due to skill,
as it cannot be due to their higher initiative.
So, at the moment, I shall say that SR incorporates such feats of quick
punching/blocking/kicking et cetera into the skill rating of the character.
Not into their Quickness/Intelligence/Reaction stats or their initiative.
This sounds all hunky dory until we come across someone who actually has
personal knowledge of the field, and finds the SR rules inadequate. This
actually happens in just about every aspect of the rules. I know many people
feel the SR weapon ranges, for example, are incorrect, because they have
actually used weapons at longer ranges. I also have a friend who is a trained
paramedic, and he finds the SR first aid and damage rules woefully
inadequate.
Now, when we come to a situation such as Bob describes, which can basically
be summarised as "if this speed is incorporated into the skill Rating, then
what about people with wired reflexes and similar? They get the speed, but
not the knowledge." This wouldn't be so much of a problem if there was not
ways to increase your initiatce so vastly (ie, assuming the SR "all this is
included in the skill" works OK for the present day when most combatants
will be of a similar initiative), without increasing your skill (I mean
"pure" skill here, not SR skill. Skill as in theoretical knowledge of the
moves/art.).
And before you say something like "There is a purple belt in the club I am a
part of. She is just downright slow. I can kick her butt on speed alone,
even if she is several ranks higher then me, and effectively knows all the
moves better. *shrug*", I would say that such a person, in SR terms, has a
lower skill than you. SR cannot exactly duplicate the real world. To do so
is impossible. To get a close approximation would require so much
mathematics that the game would be worse than 3rd year maths. So the
designers did a bit of fudging and skimping as they had to, and created a
managable system. [Note I say "managable, not "accurate".]
As support to the above argument, and to argue against Bob's "If I work hard
enough to make myself faster/stronger/whatever, I'm not limited to my skill
in martial arts (i.e. I am faster/stronger/whatever in everything I do now,
whether I got that from martial arts training or not).", I'll give an
example of a special skill anyone can learn. Touchtyping. You gain extreme
speed and quickness through learning this skill. But is it a gain in
physical attribuites? No. Only when you use the skill are you a heck of a
lot faster than a normal person (ie one without the touchtyping skill, or one
with a lower touchtyping skill).
Now lets move onto martial arts. You gain a skill in martcial arts, now you
can do speedy punches and such which normal people cannot. Does this
neccessarily mean you have a higher Quickness or Reaction Attribute? No.
Just like the increase in speed due to touchtyping will not mean that I can
do the 100m dash any faster, nor does the increase in my martial arts skill.
However, in RL, as opposed to SR, when one increases one's martial arts
skill, one tends to improve one's associated physical and mental attributes
too. Just like when one learns touchtyping, one probably gains a skill in
computing. Hence the asociated training will allow the martial artist to be
quicker/stronger and so on (but not the touchtypist), and the asociated
training the topuchtypist does will allow him to use a computer better (but
not the martial artist).
And Bob, when you say "In Shadowrun terms... skills represent knowledge.
High skill = high knowledge of the art", you are completely wrong. Why do
you think it is called an "active" skill? Because you actively do something
with it. It is the skill which allows you to do the particular activity
_in_practice_. Knowledge skills represent pure theory. Those people you
quote who have very good knowledge of martial arts will have a skill similar
to a knowledge skill in thei respective martial art, and probably a lower
active skill. Those who may have less knowledge but more "speed", and hence
are better when it comes to a fight, will have a higher active skill rating.
At least in SR terms.
[Slight intervention. One could always take the "there are modern day
martial artists who can do stuff 4 times as fast as I", and turn it into an
argument that the SR initiative system is innacurate. One simply assumes
that the SR martial arts skill does not include the ability to do fast
punches etc, and that this is as a result of the increased reaction speed of
the martial artist, and unassociated with the skill. Then you'd have to
create a fix for the initiative rules, wich would be difficult to say the
least.]
Now, back to your regualrly scheduled programming. In SR it is possible to
artificially gain great speed. And, based on Bob's explanations of martial
arts, such an increase in speed _would_ allow them to fight better (more
specifically, it would make it more difficult for their opponent to block,
and the expected damage would increase, due to the higher velocity with which
the incoming blow would be moving).
With SR=RL (ie using SR rules to model the current day) this is included in
the skill rating (ie, those with the faster punch get more dice, since they
will have a higher SR skill Rating, which both increases their chance of
hitting, and increases the expected damage). With SR and it's wired reflxes,
this has not been included. The assumption with the unarmed combat skill is
that qualities such as attack velocity, speed and such are included in the
skill Rating. But when a person with wired reflexes attacks, their attack
shall have a higher speed. This, therefore, means Marek Telgarsky's
suggestion of adding dice to the success test of the faster combatant is
quite a good one (sorry for knocking it bafore Marek, but as of then I had
not thought this through just as thoroughly as I have now).
What I would be thinking of would be an addition to the dice for the faster
combatant. These dice would neither be skill dice, nor Combat Pool dice,
they would be in addition to both of these. The exact number of dice I am
unsure of, but I was thinking either 2 (3?) dice for each action the faster
combatant has over the slower one, or 1 dice for each two points of reaction
the faster combatant has over the slower one (maybe for each point, but it
gets mighty dangerous, and people like The Zen Master physical adepts who
are moderately fast and extremely skillful will get shat on by a practically
unskilled Mr Speedy Sammy). But if that's the way you want it, then I guess
that's OK.
Anyway, I thank Bob for bringing this point of consideration up, as I had
never come across it before (well, I'd wondered once or twice, but never had
anyone who could act as a reference for me). As for the ideas on rules for
particular martial arts, I agree that the specialisation of Unarmed Combat
which they now are should be changed (the more for less syndrome), but I
don't feel any type of indepth fix is needed. If you or your team have
personal knowledge, then I feel it's a good idea to make a personal fix, but
I can never see myself using a complex set of rules for martial arts when
neither I nor my players have any knowledge of said arts. It just promotes
munchkinism, and is a drag on the game. For those who know what it's all
about however, I think such a set of rules is a good idea. But for the sake
of us without the knowledge, nor the care to get it, I think any such set of
rules should be very abstracted and very simple (else nobody'll ever use
them).
--
Damion Milliken Unofficial Shadowrun Guru E-mail: adm82@***.edu.au
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