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Mailing List Logs for ShadowRN

Message no. 1
From: Xyron-II <markus.meisen@****.UNI-MUENCHEN.DE>
Subject: Re: SHADOWRN Digest - 9 Nov 1997 to 10 Nov 1997
Date: Tue, 11 Nov 1997 12:38:01 +0100
Logan Graves <Fenris> wrote:

[snip my previous post]

>> I like some of this. :) How long does it take to clear a jam?

> Well, it takes one complex action to reload a non-clip'd weapon, so I'd
> say: *at least* that long. Normally, I'd make 'em roll at the beginning
> of each action to see if they'd cleared it -- with the number of
> successes dictating how much, if any, of that phase was left over.

Well, we ruled it to be a simple action (without a test) to clear a
weapon jam, just to keep it simple.

[snip about melee weapons and dikoting]

> Just use Bull's chart again or a modified (more-friendly) version, there
> of. (Actually, I see no reason why Dikoted melee weapons would be more
> resistant against breakage, they're just sharper. It could be aruged
> that the Dikoting process actually weakens the base material. That's
> why you can't Dikote just *anything.* Plus, the stuff eventually wears
> off & must be re-baked, which costs more ¥ & weakens the object, again.)

We just made up more detailed rules for firearms, because we were bored
with the rule of one (mainly because there was *never* a case of all
ones in firearm combat. For other occasions we just roll the "Wild Die"
and see what happens, the rest is up to the GM to decide.

BTW, we're playing with quite a lot of modifiers (e.g. cover, light,
called shots,...), so we often end up with TNs of 10 or more, so the
"Wild Die" automatic success comes in handy sometimes (unfortunately,
the NPCs hit more often then, too :-).

see ya soon,
Xyron-II

Further Reading

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