From: | Marc Renouf renouf@********.com |
---|---|
Subject: | Overdamage (was: Cyber Parts and Combat Damage) |
Date: | Wed, 3 Nov 1999 10:18:16 -0500 (EST) |
> > :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)
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