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Message no. 1
From: Marc Renouf renouf@********.com
Subject: Overdamage (was: Cyber Parts and Combat Damage)
Date: Wed, 3 Nov 1999 10:18:16 -0500 (EST)
On Tue, 2 Nov 1999, Da Twink Daddy wrote:

> > :How do you stage your damage past D stun?
> >
> > In SR3 melee, you don't. "Staging past D" increases the Power,
per SR3
> > melee rules.
>
> Well, here's my point. If you get caught unaware by a troll hittin goyu
> in the back of the skull with a baseball bat, you could very well die from
> it. It *should be possible* to do Deadly physical damage with one strike.
> How can we do this. Plus, I've never liked having extra sucesses over D
> add to the power, it seems backwards. Don't ask me to explain.

You don't have to explain, you're making perfect sense. Here's
how we handle this situation:

<house rule>

If you reach Deadly Stun and still have successes, you start
staging again on the physical track, starting over at light. So if you
were using a club (base M Stun) it would be something like so:

Successes Damage
1 M Stun
2-3 S Stun
4-5 D Stun
6-7 D Stun + L Physical
8-9 D Stun + M Physical
10-11 D Stun + S Physical
12-13 D Stun + D Physical
14-15 D Stun + D Physical + L Overflow
16-17 D Stun + D Physical + M Overflow
And so on....

So if your troll rolls 8 Armed Combat/Baseball Bat dice, and
throws in all 8 allowable combat pool dice, he could conceivably generate
16 successes, doing a deadly stun, a deadly physical, and three boxes of
overflow damage. Note that this will kill someone with a Body of 3 or
less outright. BOOM! One hit, and all the troll has to worry about is
getting the brains off his beloved Louisville Slugger.
Damage resistance works exactly the same way, with every two
successes on the Body Resistance test staging the damage down one step.
So if the troll got 8 successes (D Stun + M Physical), the target would
need 4 successes to keep from taking any physical damage, and would need 6
successes to keep from getting knocked out.

</house rule>

While admittedly a house rule, it works really well, makes armed
or unarmed combat dangerous between skilled combatants, and is
ridiculously easy to remember. It's a little more lethal that FASA's
overdamage rule, but we like it better because it puts more risk in the
game.

Marc Renouf (ShadowRN GridSec - "Bad Cop" Division)

Other ShadowRN-related addresses and links:
Mark Imbriaco <mark@*********.html.com> List Owner
Adam Jury <adamj@*********.html.com> Assistant List Administrator
DVixen <dvixen@****.com> Keeper of the FAQs
Gurth <gurth@******.nl> GridSec Enforcer Division
David Buehrer <graht@********.att.net> GridSec "Nice Guy" Division
ShadowRN FAQ <http://shadowrun.html.com/hlair/faqindex.php3>;
Message no. 2
From: Strago strago@***.com
Subject: Overdamage (was: Cyber Parts and Combat Damage)
Date: Wed, 03 Nov 1999 14:46:07 -0500
Marc Renouf wrote:

> On Tue, 2 Nov 1999, Da Twink Daddy wrote:
>
> > > :How do you stage your damage past D stun?
> > >
> > > In SR3 melee, you don't. "Staging past D" increases the
Power, per SR3
> > > melee rules.
>

So that's why Choiniere was so bitter when my uber-physad was hitting him for a
serious physical wound, he shouldn't (no killing hands, I didn't want to kill
them...)

> <SNIP> While admittedly a house rule, it works really well, makes armed
> or unarmed combat dangerous between skilled combatants, and is
> ridiculously easy to remember. It's a little more lethal that FASA's
> overdamage rule, but we like it better because it puts more risk in the
> game.
>
> Marc Renouf (ShadowRN GridSec - "Bad Cop" Division)
>
> Other ShadowRN-related addresses and links:
> Mark Imbriaco <mark@*********.html.com> List Owner
> Adam Jury <adamj@*********.html.com> Assistant List Administrator
> DVixen <dvixen@****.com> Keeper of the FAQs
> Gurth <gurth@******.nl> GridSec Enforcer Division
> David Buehrer <graht@********.att.net> GridSec "Nice Guy" Division
> ShadowRN FAQ <http://shadowrun.html.com/hlair/faqindex.php3>;
Message no. 3
From: Sebastian Wiers m0ng005e@*********.com
Subject: Overdamage (was: Cyber Parts and Combat Damage)
Date: Wed, 3 Nov 1999 17:11:18 -0600
:<house rule>
:
: If you reach Deadly Stun and still have successes, you start
:staging again on the physical track, starting over at light. So if you
:were using a club (base M Stun) it would be something like so:
:
: Successes Damage
: 1 M Stun
: 2-3 S Stun
: 4-5 D Stun
: 6-7 D Stun + L Physical
: 8-9 D Stun + M Physical
: 10-11 D Stun + S Physical
: 12-13 D Stun + D Physical
: 14-15 D Stun + D Physical + L Overflow
: 16-17 D Stun + D Physical + M Overflow
: And so on....
:
: So if your troll rolls 8 Armed Combat/Baseball Bat dice, and
:throws in all 8 allowable combat pool dice, he could conceivably generate
:16 successes, doing a deadly stun, a deadly physical, and three boxes of
:overflow damage. Note that this will kill someone with a Body of 3 or
:less outright. BOOM! One hit, and all the troll has to worry about is
:getting the brains off his beloved Louisville Slugger.

Or, if you just count "successes past deadly" as extra boxes, you get D
stun, plus 12 boxes. That puts the poor sap into 2 boxes of overflow; with
his body of 3, he'll be dead in 3 turns. Simpler system, near identical
results. In some cases its harsher - 5 successes would be D stun plus 1
physical, which requires 6 successes above. In some cases its less harsh -
12 successes above is D+D, but here it would only be D+8.
In either case, its easy enough to hit them once they are down and
finish the job - which, realistically, is what most people with baseball
bats who are intent on homicide do.

Mongoose

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