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Message no. 1
From: Matt Hufstetler <gt2778a@*****.GATECH.EDU>
Subject: Re: over damage
Date: Thu, 1 Jun 1995 16:17:03 -0400
Well, around here we just increase the power level one for every level
above deadly reguardless of the source. So that 6 round burst from the 9M
assault rifle with 6 successes is gonna be 18D to resist.


Matt 'Comatose Raspberry' Hufstetler
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp: ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt2778a
Internet: gt2778a@*****.gatech.edu
Message no. 2
From: Court Schuett <schuett@*****.IVCC.EDU>
Subject: Over Damage
Date: Fri, 25 Apr 1997 03:05:32 -0500
Like my first post, this is a house rule that has not been play-tested.
I'm looking for comments to see if I should use these in game.

Overdamage
Damage can now be staged up from Deadly to OverDeadly for both Physical
and Stun Wounds taken. This damage step is an additional 5 boxes above
Deadly, for a total of 15 boxes of damage. A player taking OD Stun would
take 10 boxes of Stun, and 5 boxes of Physical. If a player takes OD
Physical, they take 15 boxes of damage.
New Condition Monitor:
Stun: remains the same.
Physical:
----------------------------------------------------------------------
| L | | M | | | S | | | | D |
| | | | | | | | | | |
----------------------------------------------------------------------
-----------------------------------
| | | | | OD |
| | | | | | <----All of this is Overdamage.
-----------------------------------

If a player has a 5 or less body, and takes an OD Physical Wound, they die
instantly. If a character has a 6 or higher body, they take damage
normall, 1 box every 10 minutes until they die, or are treated.

I know this is very, very deadly, but that's kinda what I'm looking for. I
can't remember where, but they give the example of someone standing at
ground zero of a nuke, and not dying because it can only be staged up to
Deadly. I really don't think that the rules in FoF worked that well
either. This is a natural extension of the system too. 1,3,6,10,15 boxes
seemed logical, their increses are 2,3,4,5. Just seemed to fit.
Comments?
Thanks. :)


-=Court

/* Court Schuett, a totally modern boy.

schuett@*****.ivcc.edu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
baby it's sad, but baby it's a fact
there are people with torches for people like that
we threw rocks at him when we were nine
he stared us down with the pride of frankenstein
-Too Much Joy

***************************************************************************/
Message no. 3
From: Ray & Tamara <macey@*******.COM.AU>
Subject: Re: Over Damage
Date: Fri, 25 Apr 1997 18:16:10 +1000
> I know this is very, very deadly, but that's kinda what I'm looking for.
I
> can't remember where, but they give the example of someone standing at

Sorry. I sort of didn't get what you were trying to say. I sort of
followed it, but I couldn't explain it back if I had to. Could you try and
explain it a bit simpler for my poor stupid self. :)

> ground zero of a nuke, and not dying because it can only be staged up to
> Deadly. I really don't think that the rules in FoF worked that well
> either. This is a natural extension of the system too. 1,3,6,10,15
boxes
> seemed logical, their increses are 2,3,4,5. Just seemed to fit.
> Comments?
> Thanks. :)

The way I do it, is every success over Deadly adds an extra square of
damage. Doesn't matter what the power of the weapon or the target's body
is. Also, with the new rules for grenades in the companion, you could
apply those rules to all explosives (including nuclear bombs), this would
give a 200D bomb, 100 dice to stage up the damage. No one would survive
that.

Ray.

-----------------------------------------------------
| The universe is a big place, and whatever happens,|
| You will not be missed |
-----------------------------------------------------

EMAIL: macey@*******.com.au
Message no. 4
From: Court Schuett <schuett@*****.IVCC.EDU>
Subject: Re: Over Damage
Date: Fri, 25 Apr 1997 03:35:06 -0500
>Sorry. I sort of didn't get what you were trying to say. I sort of
>followed it, but I couldn't explain it back if I had to. Could you try and
>explain it a bit simpler for my poor stupid self. :)

Hmmmm....lessee. :) Basically, for two extra successes (I'm thinking about
changing that to 3, or 4) past Deadly, you got to the next highest Damage
level, OverDeadly. OD is 5 boxes higher than Deadly. Okay, example, :)
Razor is perched on a building sniping. He rolls 10 dice against a target
number 5, and get 6 successes against Tommy. Tommy rolls his Body, plus 3
Combat pool dice against a target number 10 (Tommy doesn't wear much armor
:)) He gets 2 success out of 9 dice (Body 6, plus 3 CP).
Razor had 4 extra successes. That would normally stage 14S up to Deadly
with two extra successes wasted (unless you use the FoF rules). Under my
new rules, Tommy would take 15 boxes of damage, because he took an OD
wound. Because he has a Body of 6 he has 6 extra boxes of Overflow, only 5
were filled from the OD wound. Had Tommy had less than a Body of 6, he
would have died.
Does that help? :)
I know it's kinda confusing, but it makes sense to me. :)

-=Court

/* Court Schuett, a totally modern boy.

schuett@*****.ivcc.edu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
baby it's sad, but baby it's a fact
there are people with torches for people like that
we threw rocks at him when we were nine
he stared us down with the pride of frankenstein
-Too Much Joy

***************************************************************************/
Message no. 5
From: Ray & Tamara <macey@*******.COM.AU>
Subject: Re: Over Damage
Date: Fri, 25 Apr 1997 18:44:22 +1000
> >Sorry. I sort of didn't get what you were trying to say. I sort of
> >followed it, but I couldn't explain it back if I had to. Could you try
and
> >explain it a bit simpler for my poor stupid self. :)

<snip explanation>

> I know it's kinda confusing, but it makes sense to me. :)

Makes sense now. It could work, although it would make the game very
deadly. Keep the players playing smart though. That's even deadlier than
my game.

Ray.

-----------------------------------------------------
| The universe is a big place, and whatever happens,|
| You will not be missed |
-----------------------------------------------------

EMAIL: macey@*******.com.au
Message no. 6
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Over Damage
Date: Fri, 25 Apr 1997 08:00:06 -0600
Court Schuett wrote:
|
| Like my first post, this is a house rule that has not been play-tested.
| I'm looking for comments to see if I should use these in game.
|
| Overdamage
| Damage can now be staged up from Deadly to OverDeadly for both Physical
| and Stun Wounds taken. This damage step is an additional 5 boxes above
| Deadly, for a total of 15 boxes of damage. A player taking OD Stun would
| take 10 boxes of Stun, and 5 boxes of Physical. If a player takes OD
| Physical, they take 15 boxes of damage.

Sounds good, follows the pattern set by the rules, simple... looks
like it works just fine, as long as you and your players want to play
a deadlier game :)

I'd keep going and step up the damage geometrically for ever two
success beyond Deadly (D1, D2!, D3(, etc). Make life a little
hairier for that troll :) (and dragons too).

-David
--
/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~
Message no. 7
From: Brett Barksdale <brett@***.ORST.EDU>
Subject: Re: Over Damage
Date: Fri, 25 Apr 1997 08:58:59 -0700
>Overdamage
> Damage can now be staged up from Deadly to OverDeadly for both Physical
>and Stun Wounds taken. This damage step is an additional 5 boxes above
>Deadly, for a total of 15 boxes of damage. A player taking OD Stun would
>take 10 boxes of Stun, and 5 boxes of Physical. If a player takes OD
>Physical, they take 15 boxes of damage.

Two extra-successes on a "D" stun and someone is suddenly taking almost-
serious PHYSICAL damage? Yuk. More than a little harsh, in my opinion.
There needs to be a smoother continuity from stun to physical. For example,
it should be possible to hit someone hard enough to knock them out (D stun)
and just bloody them up a bit (L physical).

>I know this is very, very deadly, but that's kinda what I'm looking for. I
>can't remember where, but they give the example of someone standing at
>ground zero of a nuke, and not dying because it can only be staged up to
>Deadly. I really don't think that the rules in FoF worked that well
>either. This is a natural extension of the system too. 1,3,6,10,15 boxes
>seemed logical, their increses are 2,3,4,5. Just seemed to fit.

The 1,3,6,10,15 is a logical mathematical progression, but it doesn't
translate into a very playable system. The FoF system actually, in practice,
is a pretty good system. It gives possibilities for autokills without making
the game freakishly deadly. If you want to make it a big stiffer, start
re-staging. A "D" plus 2 successes is a "D+L". Plus 4 successes,
"D+M". Plus
6 successes, "D+S". At this point, you could use the 1,3,6 10,15,21 etc.
progression. Anyone taking 10 successes past D /should/ die... I don't know
about "only" 2 or 4 successes, though. That result isn't all that uncommon. I'd
expect to see PCs dying in droves.

You know, the fix to the nuke at ground zero is for the GM to say "you're
dead". This /is/ a possibility, you know... :-)

Trying to wrap the system around really extreme events (like a nuke) is
only going to create trouble. Make your system be happy with the common
situations encountered in your SR game and make individual rulings on
the extreme ones. It saves you a lot of time and trouble and it tends to
give better results. (Plus, a little of that and you won't ever have any
players expecting to survive a nuke or being hit square-on by a truck at
150 km/hour because the damage code is a flat (bignumber)D. )

If you "must" fit damage like that into your system, just rule that trucks
start with a number of success past D equal to the speed of the vehicle
(in km/hour) divided by 10. So, a 100km/hour truck does (bignumber)D with
10 successes on top of that. Heh. Stage /that/ down. And give nukes a
hundred successes... :-)

- Brett
Message no. 8
From: mike.paff@*****.COM
Subject: Re: Over Damage
Date: Fri, 25 Apr 1997 09:48:11 -0700
> If you want to make it a big stiffer, start
> re-staging. A "D" plus 2 successes is a "D+L". Plus 4 successes,
"D+M". Plus
> 6 successes, "D+S".

This is the method we use in our games, both for Stun and Physical wounds.
It seems to be working fairly well.

Mike
Message no. 9
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Over Damage
Date: Fri, 25 Apr 1997 10:49:40 -0600
Brett Barksdale wrote:
|
| Two extra-successes on a "D" stun and someone is suddenly taking almost-
| serious PHYSICAL damage? Yuk. More than a little harsh, in my opinion.
| There needs to be a smoother continuity from stun to physical. For example,
| it should be possible to hit someone hard enough to knock them out (D stun)
| and just bloody them up a bit (L physical).

That's easy to fix. Only apply the overdamage rule to physical
damage. If it started out as stun and goes over Deadly then start
doing physical damage too, starting at Light and increasing one level
per 2 successes. So, if a PA Troll hits a mage with a nerf bat
(Str-6L Stun) and gets 12 successes, the mage blows his defense (no
successes) and blows his resistance, the mage takes Deadly Stun and
Serious Physical (6 success increase the stun from Light to Deadly,
the 6 other succeses are treated as physical damage and staged as per
the rules). Then the Troll wacks the mage's dog and gets 18
successes (spends his karma pool on extra dice). The dog has the
same luck the mage has and takes a Deadly stun and Deadly(21)
physical (6 successes stage the stun up to Deadly, 8 success stage
the physical up to deadly, and the four other successes stage the
Deadly up geometricaly (from 10 to 15, from 15 to 21)).

[snip: GM Judement and Death]

That's a good solution too :)

-David
--
/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~
Message no. 10
From: L Canthros <lobo1@****.COM>
Subject: Re: Over Damage
Date: Sat, 26 Apr 1997 17:40:06 EDT
On Fri, 25 Apr 1997 03:05:32 -0500 Court Schuett <schuett@*****.IVCC.EDU>
writes:
>Like my first post, this is a house rule that has not been play-tested.
>I'm looking for comments to see if I should use these in game.

Oh, boy >:))

>Overdamage
<el snippo>
>I know this is very, very deadly, but that's kinda what I'm looking for.
I
>can't remember where, but they give the example of someone standing at
>ground zero of a nuke, and not dying because it can only be staged up to
>Deadly. I really don't think that the rules in FoF worked that well
>either. This is a natural extension of the system too. 1,3,6,10,15
boxes
>seemed logical, their increses are 2,3,4,5. Just seemed to fit.
>Comments?
>Thanks. :)

As you stated, this is _very_ Deadly. And it still doesn't solve the
problem because now they can't take more than 15 boxes from a single
wound. Even the Nuclear Bomb. The thing I've always done is to allow
staging past Deadly to give one box of Overflow, or to raise the Attack's
Power by 2 (for Damage resistance). If you were just hoping to reduce the
emphasis on combat, you might just use the optional lethality rules
provided in Behind the Scenes in the SRII manual.

--
-Canthros
If any man wishes peace, canthros1@***.com
let him prepare for war. lobo1@****.com
--Roman proverb
http://members.aol.com/canthros1/
Message no. 11
From: Rune Fostervoll <runefo@***.UIO.NO>
Subject: Re: Over Damage
Date: Sun, 27 Apr 1997 00:43:02 +-200
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A quick question about full auto and damage...

When you use auto fire (or bursts) you get +1 power per bullet and
+1 damage level per three bullets. When this has staged to deadly,
what happens when you fire even more bullets?

Examples and things to consider... this is in house rule area I suspect.

When resisting such a salvo, do you have to stage those back down?
(I.E. I have a HMG, fire 12 shots at Joe. 10(+12) S(+4 stageups).
I get 1 success.
Does he need 11 body resistance successes to stage it down to S, or
just 3? I'd say 3.

Let us say we include the rules for overdamage as outlined (crossing off
1,3,6,10,15,21, 28 boxes as damage increases) does this only come from
successes or from burst staging too?

The Ares High-velocity lmg has a base damage code of 6S, firing
six round bursts, it has a listed damage of 15D, which implies you get +2 power
per shot after max damage is reached. (How would this mix with overdamage
rules?)

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Message no. 12
From: Duncan McNeill-Burton <dmcneill@************.EDU>
Subject: Re: Over Damage
Date: Sat, 26 Apr 1997 19:10:12 -0400
A quick question about full auto and damage...

When you use auto fire (or bursts) you get +1 power per bullet and
+1 damage level per three bullets. When this has staged to deadly,
what happens when you fire even more bullets?

We treat it as physical overdamage. Each level past Deadly that it is
staged up is one box of overflow.

Examples and things to consider... this is in house rule area I suspect.

When resisting such a salvo, do you have to stage those back down?
(I.E. I have a HMG, fire 12 shots at Joe. 10(+12) S(+4 stageups).
I get 1 success.

HMG have a max ROF of 10 ( I don't know why, but that's the arbitrary
number they gave us )

Does he need 11 body resistance successes to stage it down to S, or
just 3? I'd say 3.

We rule 11. If you get hit by a HMG, you need an act of God to save you,
and rolling 11 Successes with a base TN of 22 is a miracle.

Let us say we include the rules for overdamage as outlined (crossing off
1,3,6,10,15,21, 28 boxes as damage increases) does this only come from
successes or from burst staging too?

The Ares High-velocity lmg has a base damage code of 6S, firing
six round bursts, it has a listed damage of 15D, which implies you get +2
power
per shot after max damage is reached. (How would this mix with overdamage
rules?)

This seems to be a compensation for FASA not wanting to use the sick
overdamage. For each level over deadly, they add +3 to the Power.
This just isn't right. Firing more bullets should increase the wound's
severity, rather than how well your armor will stop the bullets.

Later-

Duncan

http://attila.stevens-tech.edu/~dmcneill
Message no. 13
From: L Canthros <lobo1@****.COM>
Subject: Re: Over Damage
Date: Sat, 26 Apr 1997 22:29:03 EDT
On Sun, 27 Apr 1997 00:43:02 +-200 Rune Fostervoll <runefo@***.UIO.NO>
writes:
>------ =_NextPart_000_01BC52A3.FC8BD2A0
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>Content-Transfer-Encoding: 7bit
>
>A quick question about full auto and damage...
>
>When you use auto fire (or bursts) you get +1 power per bullet and
>+1 damage level per three bullets. When this has staged to deadly,
>what happens when you fire even more bullets?

Well, you can a) add an additional +2 to Power every three rounds, b) add
a box of overdamage every three rounds, c) add in whatever you use for
extra overdamage, or d) ignore it, just add +1 per round for every burst
after reaching Deadly damage.

>Examples and things to consider... this is in house rule area I
>suspect.
>
>When resisting such a salvo, do you have to stage those back down?
>(I.E. I have a HMG, fire 12 shots at Joe. 10(+12) S(+4 stageups).
>I get 1 success.
>Does he need 11 body resistance successes to stage it down to S, or
>just 3? I'd say 3.
>
>Let us say we include the rules for overdamage as outlined (crossing off
>1,3,6,10,15,21, 28 boxes as damage increases) does this only come from
>successes or from burst staging too?
>
>The Ares High-velocity lmg has a base damage code of 6S, firing
>six round bursts, it has a listed damage of 15D, which implies you get
>+2 power
>per shot after max damage is reached. (How would this mix with
overdamage
>rules?)
>
>------ =_NextPart_000_01BC52A3.FC8BD2A0
>Content-Type: application/ms-tnef
>Content-Transfer-Encoding: base64
<snip encoded drek>

Errr...Rune? You're sending attachments. You need to shut that off.
Certain listmembers not currently present <cough>SPIKE<cough> have been
known to seriously...umm...attack, mangle, dismember, etc. people who
send such things. Just trying to let you know:)

--
-Canthros
If any man wishes peace, canthros1@***.com
let him prepare for war. lobo1@****.com
--Roman proverb
http://members.aol.com/canthros1/
Message no. 14
From: MC23 <mc23@**********.COM>
Subject: Re: Over Damage
Date: Sat, 26 Apr 1997 23:04:31 -0400
Court Schuett once dared to write,

>Like my first post, this is a house rule that has not been play-tested.
>I'm looking for comments to see if I should use these in game.
>
>Overdamage
<snip>

I use the overdamage rule from FOF. In fact I had it as a houserule
a few months before FOF came out. It was weird telling my players and
fellow gamemasters that the new optional overdamage rule was in fact the
exact same one we were already using.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Ancient cultures believed that names held great power, personal names
more so and they were guarded very closely. To protect themselves, they
answered to another name, because if another discovered their real name,
it could be used against them.
History repeats itself.
Welcome to the Digital Age.
I am MC23
Message no. 15
From: Ray & Tamara <macey@*******.COM.AU>
Subject: Re: Over Damage
Date: Sun, 27 Apr 1997 12:27:42 +1000
> A quick question about full auto and damage...
>
> When you use auto fire (or bursts) you get +1 power per bullet and
> +1 damage level per three bullets. When this has staged to deadly,
> what happens when you fire even more bullets?

Well, every bullet adds one to the power level still, and every three
bullets add an extra 2 to the power level (on top of the +3).

> We treat it as physical overdamage. Each level past Deadly that it is
> staged up is one box of overflow.

My house rule is simply that every extra bullet after deadly is reached
adds one to the power level and does 1 square of damage overflow.

Ray.

-----------------------------------------------------
| The universe is a big place, and whatever happens,|
| You will not be missed |
-----------------------------------------------------

EMAIL: macey@*******.com.au
Message no. 16
From: Gurth <gurth@******.NL>
Subject: Re: Over Damage
Date: Sun, 27 Apr 1997 11:31:53 +0100
Rune Fostervoll said on 0:43/27 Apr 97...

(Kindly stop your mailer from sending attachments.)

> A quick question about full auto and damage...
>
> When you use auto fire (or bursts) you get +1 power per bullet and
> +1 damage level per three bullets. When this has staged to deadly,
> what happens when you fire even more bullets?

Under SRII rules, the Damage Level stops at Deadly while the Power Level
goes up as far as the bullets take it.

> Examples and things to consider... this is in house rule area I suspect.
>
> When resisting such a salvo, do you have to stage those back down?
> (I.E. I have a HMG, fire 12 shots at Joe. 10(+12) S(+4 stageups).
> I get 1 success.
> Does he need 11 body resistance successes to stage it down to S, or
> just 3? I'd say 3.

Apart from the fact that it's just about impossible to fire 12 shots from
an HMG :) Joe would have to resist against a TN of 22 (minus his armor),
and yes, under SRII rules he'd need 3 successes to get it down to Serious.

> Let us say we include the rules for overdamage as outlined (crossing off
> 1,3,6,10,15,21, 28 boxes as damage increases) does this only come from
> successes or from burst staging too?

Depends on how you interpret the house rule :) My own house rule is
a little less deadly, and goes like this:

For every Damage Level the damage gets staged over Deadly, start again at
Light and go up from there: L-M-S-D-L-M-S-D etc.In your example, if Joe
rolled 3 successes he'd take a Deadly wound plus a Moderate (=3 boxes
overflow).
On the other end of the damage scale, I give characters (PC and NPC) an
extra die to roll for every 2 points that their armor rating exceeds the
Power Level.

> The Ares High-velocity lmg has a base damage code of 6S, firing
> six round bursts, it has a listed damage of 15D, which implies you get +2 power
> per shot after max damage is reached. (How would this mix with overdamage
> rules?)

Those burst damage codes are really weird, and look totally off to me. (To
tell the truth I wonder why they ever put those in the text -- it's like
they assume SR players can't add 6 to 6...) I always just go from the base
6S damage, and add +1 Power per bullet and +1 Damage per 3 bullets, so a
burst would do 12D in my game.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
I just know that something good is going to happen.
I don't know when...
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 17
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Over Damage
Date: Mon, 28 Apr 1997 11:42:37 GMT
Duncan McNeill-Burton writes

> A quick question about full auto and damage...
>
> When you use auto fire (or bursts) you get +1 power per bullet and
> +1 damage level per three bullets. When this has staged to deadly,
> what happens when you fire even more bullets?
>
According to the rules you cannot stage the base damage over a deadly
wound in SR2. This is in the main rule book combat chapter but hard
to find, also demonstrated by the damage codes listed in fof for the
super machine guns.
I say the damage keeps staging up with stagings over deadly becomming
an extra box each, vanquisher's become fun, 25D APDS with 4 auto
stagings and........[standing in view of the Triads rigger in full
milspec is not advised, it attracts attention :) ]

> We treat it as physical overdamage. Each level past Deadly that it is
> staged up is one box of overflow.
>
This is generally the most playable version of overdamage.

> Does he need 11 body resistance successes to stage it down to S, or
> just 3? I'd say 3.
>
By the book just 3.

> We rule 11. If you get hit by a HMG, you need an act of God to save you,
> and rolling 11 Successes with a base TN of 22 is a miracle.
>
So do i usually, though it depends, if they got unlucky they get the
FASA rules, get silly and everything stages for extra boxes :)
>
Mark
Message no. 18
From: "Darrell L. Bowman" <bowmandl@*****.DHR.STATE.NC.US>
Subject: Re: Over Damage
Date: Tue, 29 Apr 1997 08:39:32 +0000
On 27 Apr 97 at 12:27, Ray & Tamara wrote:

> > A quick question about full auto and damage...
> >
> > When you use auto fire (or bursts) you get +1 power per bullet and
> > +1 damage level per three bullets. When this has staged to deadly,
> > what happens when you fire even more bullets?
>
> Well, every bullet adds one to the power level still, and every three
> bullets add an extra 2 to the power level (on top of the +3).

?????
Ain't is 1 to the power level? Doesn't a heavy Pistol go from 9M
to 12S on burst fire?


Excalibur
Darrell Bowman
bowmandl@*****.dhr.state.nc.us
Message no. 19
From: Brett Borger <SwiftOne@***.EDU>
Subject: Re: Over Damage
Date: Tue, 29 Apr 1997 22:15:14 GMT
>I'd keep going and step up the damage geometrically for ever two
>success beyond Deadly (D1, D2!, D3(, etc). Make life a little
>hairier for that troll :) (and dragons too).

Yeah, my group instituted something like this back w/SRI. WE added two
levels, D+ and D++. Never gave them values, just used them to take out the
guys with the Platelet factories and the Trauma Damper.

-=SwiftOne=-
Message no. 20
From: Brett Borger <SwiftOne@***.EDU>
Subject: Re: Over Damage
Date: Tue, 29 Apr 1997 22:15:15 GMT
> I use the overdamage rule from FOF. In fact I had it as a houserule
>a few months before FOF came out. It was weird telling my players and
>fellow gamemasters that the new optional overdamage rule was in fact the
>exact same one we were already using.

I know the feeling. I had created a version of Anchoring back during the
early days of SRI. Boy, did I feel smart.

(Actually I felt cheated, just as I did when the Rock came out....a movie
based on a run I had done. Sigh. All I want is a lousy million. :) )

-=SwiftOne=-
Message no. 21
From: MC23 <mc23@**********.COM>
Subject: Re: Over Damage
Date: Tue, 29 Apr 1997 20:08:12 -0400
Brett Borger once dared to write,

>I know the feeling. I had created a version of Anchoring back during the
>early days of SRI. Boy, did I feel smart.
Yeah, I felt like I was in tune with everything. But now I don't see
I to I with Mike's vision of Shadowrun. Points should balance dammit.
>
>(Actually I felt cheated, just as I did when the Rock came out....a movie
>based on a run I had done. Sigh. All I want is a lousy million. :) )
Hey, I have a friend who had a cameo in that movie. To date that is
still his claim to fame. Hopefully more people will take notice of his
talent.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Ancient cultures believed that names held great power, personal names
more so and they were guarded very closely. To protect themselves, they
answered to another name, because if another discovered their real name,
it could be used against them.
History repeats itself.
Welcome to the Digital Age.
I am MC23
Message no. 22
From: Brett Borger <SwiftOne@***.EDU>
Subject: Re: Over Damage
Date: Wed, 30 Apr 1997 00:23:23 GMT
> Hey, I have a friend who had a cameo in that movie. To date that is
>still his claim to fame. Hopefully more people will take notice of his
>talent.

Man, that's as cheesy a claim to fame as having a bovine reference to
yourself appear buried in text in some book somewhere.....


:)
-=SwiftOne=-
Message no. 23
From: "ADAM B. TRELOAR" <s777317@*******.GU.EDU.AU>
Subject: Re: Over Damage
Date: Wed, 30 Apr 1997 11:06:39 +1000
> >I'd keep going and step up the damage geometrically for ever two
> >success beyond Deadly (D1, D2!, D3(, etc). Make life a little
> >hairier for that troll :) (and dragons too).
>
> Yeah, my group instituted something like this back w/SRI. WE added two
> levels, D+ and D++. Never gave them values, just used them to take out the
> guys with the Platelet factories and the Trauma Damper.

The system we use is that every two successes after deadly = 1 point of
overflow (either into physical or body, depending on whether the damage
is stun or not). Note that (in general) our characters don't havfe body
of more than 6 or so. Anyway, this way we can (sometimes - if we're
lucky) take an Assault Cannon round with lots of successes and live, yet
if we fuck up TOO badly, there's still a very real possibility of
character death.

What can I say? It seems to work for us. Oh and forget that the GM who
did it would be putting his life on the line. :)

Guardian.

------------------------------------------------------------------------------
"Any sufficiently advanced magic is indestinguishable from technology.
So there."
Adam Treloar aka Guardian
s777317@*****.student.gu.edu.au http://www.geocities.com/TimesSquare/1900/
------------------------------------------------------------------------------
Message no. 24
From: Ray & Tamara <macey@*******.COM.AU>
Subject: Re: Over Damage
Date: Wed, 30 Apr 1997 15:04:38 +1000
> > > A quick question about full auto and damage...
> > >
> > > When you use auto fire (or bursts) you get +1 power per bullet and
> > > +1 damage level per three bullets. When this has staged to deadly,
> > > what happens when you fire even more bullets?
> >
> > Well, every bullet adds one to the power level still, and every three
> > bullets add an extra 2 to the power level (on top of the +3).
>
> ?????
> Ain't is 1 to the power level? Doesn't a heavy Pistol go from 9M
> to 12S on burst fire?

Yes. 9+3. M+1=S. If it was firing 6 bullets (impossible, but lets
ignore that), then, 9+6, M+2=D. This still works, but the question was
what happens after Deadly, so lets go for 9 bullets. 9+9, M+3=???, so
use M+2=D instead. You have 18D, with one unused power level stage up.
This stage up becomes +2 to power instead, thus 20D. Nasty huh?

Ray.

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EMAIL: macey@*******.com.au
Message no. 25
From: David <a0021875@*******.NET>
Subject: Overdamage
Date: Wed, 7 Jan 1998 14:28:06 -0800
ERROR: This message seems to be empty. It is located at shadowrn.log9801a::1109827,868.

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