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Message no. 1
From: Marc Renouf renouf@********.com
Subject: More than (D)eadly
Date: Tue, 18 May 1999 11:29:28 -0400 (EDT)
On Mon, 17 May 1999, Rand Ratinac wrote:

[SNIP description of DD damage code]

> *Doc' grins evilly. "Does it scare you that I apparently subject my
> players to hideously nasty damage often enough to have developed a
> house rule to cover the situation?"*

No, actually. We've used a variety of overdamage rule that had a
similar effect for some time now. Basically, it works by "rolling over"
the damage code into overflow, starting over at light. So if you have a
weapon that does base Serious damage and get four successes, you stage the
damage up twice, which goes to Deadly, then Deadly + Light (meaning that
if you don't resist the damage, you'll take 11 boxes). Eight successes
with this same weapon would yield a Deadly + Serious, which would
instantly and irrevocably slay someone with a Body of 6 or less (as it
would totally fill their overflow). It keeps the "two successes per
stage" mechanic intact. Also, astute observers will not that it will work
exactly the same way for the rollover of Stun wounds into Physical damage.
This type of mechanic is used regardless of the Power Level of the attack
or the target's Body. In other words, it's *always* worked the same way.
If you stitch someone up with 10 rounds out of an assault rifle,
of get a whole mess of successes with your Wallacher Combat Axe, you can
pretty easily do a grievous amount of damage in a single hit. The record
in one of my games was a street-sammy who put a three-round burst into a
surprised target at close range. He got successes with *all* of his
appreciable number of skill and Combat Pool dice. The combined total was
16 successes, which brought his damage code to 10D+D+S. In other words,
the target's head was paste.
In most cases, though, the target numbers for combat are so high
that rollover damage really only comes into play in surprise situations
and with automatic weapons (where several rounds hitting can actually push
the damage code above D even if the shooter only gets a single success).
Other folks on this list use the same (or similar) overdamage
rules to make Shadowrun as deadly as it should be.

Marc
Message no. 2
From: Gurth gurth@******.nl
Subject: More than (D)eadly
Date: Wed, 19 May 1999 11:35:23 +0200
According to Marc Renouf, at 11:29 on 18 May 99, the word on
the street was...

> No, actually. We've used a variety of overdamage rule that had a
> similar effect for some time now. Basically, it works by "rolling over"
> the damage code into overflow, starting over at light. So if you have a
> weapon that does base Serious damage and get four successes, you stage the
> damage up twice, which goes to Deadly, then Deadly + Light (meaning that
> if you don't resist the damage, you'll take 11 boxes).

Let me add that I also use this same rule (developed independently from
Marc, BTW) and also apply it to Drain Codes for spells -- instead of +2
Power for every level above Deadly, the Drain Category is simply increased
as above. A Fireball spell at Deadly damage would cause +1(D+M) damage,
for example.

> Other folks on this list use the same (or similar) overdamage
> rules to make Shadowrun as deadly as it should be.

For those contemplating using these rules, keep in mind that against
unarmored targets, they're abolutely killer. Whereas the worst you could
do to a pedestrian is Deadly plus a bit of overflow (if you're lucky)
under normal rules, here you can turn them into minced meat with one burst
(as Marc showed in the D+D+S example). Players in Cyberpirates! campaigns
will love and hate this rule -- they'll love it when shooting at the
opposition, and hate it when the opposition fires back :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
I can't help it...
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 3
From: Strago strago@***.com
Subject: More than (D)eadly
Date: Wed, 19 May 1999 16:16:40 -0400
Gurth wrote:

> According to Marc Renouf, at 11:29 on 18 May 99, the word on
> the street was...
>
> > No, actually. We've used a variety of overdamage rule that had a
> > similar effect for some time now. Basically, it works by "rolling
over"
> > the damage code into overflow, starting over at light. So if you have a
> > weapon that does base Serious damage and get four successes, you stage the
> > damage up twice, which goes to Deadly, then Deadly + Light (meaning that
> > if you don't resist the damage, you'll take 11 boxes).

In my game, we came up with names for this. Deadly+Light = Double Deadly.
Deadly+Medium = Triple Deadly. Deadly+Serious = Quadruple Deadly. Deadly+Deadly
= Chunky Salsa. Deadly+Deadly+Light = Salsa. I don't think we've ever had a
damage code above Salsa, though...

> ><SNIP>

--
--Strago

The gene pool in the 21st century needs a deep cleaning. I am the chlorine.

SRGC v0.2 !SR1 SR2++ !SR3 h b++ B- UB- IE+ RN++ sa++ ma++ ad+ m+ (o++ d+) gm+ M-

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.