Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: David Buehrer <dbuehrer@****.ORG>
Subject: Ties
Date: Wed, 30 Apr 1997 07:57:08 -0600
| >No, ties go in favour of the caster, so he only needs the same amount of
| >successes as the target.

Okay, here's another house rule of mine, and this one is actually
tested by time and works.

If a resisted test results in a tie both sides fail.

For example, if it's for melee combat both sides attack eachother in
a flurry of strikes and kicks but neither one gets a clean hit on the
other. If its arm wrestling both sides grunt and strain as sweat
pours from their brows, neither side giving an inch. And so on.

Why? Shadowruns dice system is so confined that giving one side an
automatic success greatly unbalances things, IMHO.

-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. 2
From: "Steven A. Tinner" <bluewizard@*****.COM>
Subject: Re: Ties
Date: Wed, 30 Apr 1997 11:23:32 -0400
> | >No, ties go in favour of the caster, so he only needs the same amount
of
> | >successes as the target.

In our game ties always go to the GM.
We also round numbers on favor of the GM, 7=8 for player T#, 7=6 for GM T#
:-)

<EGMLOL>

Steven A. Tinner
bluewizard@*****.com
http://www.ncweb.com/users/bluewizard
"Fire and T_ts! Fire and T_ts! All my favorite things!" - Tinner and Bull
Message no. 3
From: Christian Werner <i21axray@*******.RZ.UNIBW-MUENCHEN.DE>
Subject: Re: Ties
Date: Wed, 30 Apr 1997 17:18:23 +0200
> | >No, ties go in favour of the caster, so he only needs the same
amount
> of
> | >successes as the target.

> Okay, here's another house rule of mine, and this one is actually
> tested by time and works.

> If a resisted test results in a tie both sides fail.

> For example, if it's for melee combat both sides attack eachother in
> a flurry of strikes and kicks but neither one gets a clean hit on the
> other. If its arm wrestling both sides grunt and strain as sweat
> pours from their brows, neither side giving an inch. And so on.

> Why? Shadowruns dice system is so confined that giving one side an
> automatic success greatly unbalances things, IMHO.

> -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~~~~

I think the attacker should have an edge, because he is attacking and
has a little surprise effect on his side.


Ciao Christian
Message no. 4
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Ties
Date: Wed, 30 Apr 1997 12:28:52 -0600
Christian Werner wrote:
|
| > If a resisted test results in a tie both sides fail.
|
| I think the attacker should have an edge, because he is attacking and
| has a little surprise effect on his side.

I agree. But, not a free success. Maybe a -1 to his target number,
or an extra die, but not a free success. All IMHO :)

Tinner's "tie goes to the GM" sounds good though <EGMLOL>.

(You know, I was going to put EGML, but it really needs to be OL for
the full effect.)

-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. 5
From: Gurth <gurth@******.NL>
Subject: Re: Ties
Date: Wed, 30 Apr 1997 22:30:01 +0100
Christian Werner said on 17:18/30 Apr 97...

> I think the attacker should have an edge, because he is attacking and
> has a little surprise effect on his side.

How about this, inspired by recently reading the Phoenix Command
Hand-to-Hand Combat System (more detail than you ever wanted to know):
if the attacker spends a Simple Action to set for the attack, immediately
before making the actual strike (like aiming with a firearm), ties are
resolved in his/her favor -- the attack hits if attacker and defender get
an equal number of successes. When no action is spent to set, the attack
fails when there is a tie.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
...and I make a difference too.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------
Message no. 6
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Ties
Date: Thu, 1 May 1997 07:05:45 -0600
Gurth wrote:
|
| Christian Werner said on 17:18/30 Apr 97...
|
| > I think the attacker should have an edge, because he is attacking and
| > has a little surprise effect on his side.
|
| How about this, inspired by recently reading the Phoenix Command
| Hand-to-Hand Combat System (more detail than you ever wanted to know):
| if the attacker spends a Simple Action to set for the attack, immediately
| before making the actual strike (like aiming with a firearm), ties are
| resolved in his/her favor -- the attack hits if attacker and defender get
| an equal number of successes. When no action is spent to set, the attack
| fails when there is a tie.

That works for me :)

-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: Christian Werner <i21axray@*******.RZ.UNIBW-MUENCHEN.DE>
Subject: Re: Ties
Date: Fri, 2 May 1997 19:00:50 +0200
> How about this, inspired by recently reading the Phoenix Command
> Hand-to-Hand Combat System (more detail than you ever wanted to
know):
> if the attacker spends a Simple Action to set for the attack,
immediately
> before making the actual strike (like aiming with a firearm), ties
are
> resolved in his/her favor -- the attack hits if attacker and
defender get
> an equal number of successes. When no action is spent to set, the
attack
> fails when there is a tie.

What is this Phoenix Command Hand-to-Hand Combat System ?
> --



Ciao Christian
Message no. 8
From: Gurth <gurth@******.NL>
Subject: Re: Ties
Date: Sat, 3 May 1997 10:32:52 +0100
Christian Werner said on 19:00/ 2 May 97...

> > How about this, inspired by recently reading the Phoenix Command
> > Hand-to-Hand Combat System (more detail than you ever wanted to
> > know):
>
> What is this Phoenix Command Hand-to-Hand Combat System ?

A _very_ detailed HtH combat system published by Leading Edge Games. You
can play it as a tactical wargame, or (according to the designers) use it
instead of an RPG's normal combat system. Using it in Shadowrun would be
problematic, I think, because the whole Phoenix Command line of games (the
HtH system, a ranged combat system, an artillery system, a tank combat
system, and more) is aimed at realism, while SR is much more cinematic.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
I know that that sounds dumb.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------

Further Reading

If you enjoyed reading about Ties, you may also be interested in:

Disclaimer

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.