From: | shadowrn@*********.com (Hahns Shin) |
---|---|
Subject: | Titanium Bone Lacing and Combat (was RE: D100 (was Re: Contradictions) ) |
Date: | Wed Dec 5 16:00:01 2001 |
>other than whether or not they dodge damage and how observant they are.
>Otherwise if you do it you've done it, if you didn't try to go for flair
>you won't have gone for flair, if you didn't go for amore deadly shot you
>didn't try for it. In my opinion there's no such thing as "you shot him SO
>well that a gun that normally did (L) damage nowis doing (S) or (D) damage.
>That's just plain BS. The only time that it
I am of the opinion that a wound from most weapons, no matter how small, has
the ability to kill in one hit. I've seen a case of a person who died of
puncture wounds by her own car keys (a REALLY weird case). Abraham Lincoln
was assassinated by a lemon squeezer-style derringer (certainly an "L"
damage pistol). This is my opinion though, and not part of the discussion at
hand.
>WOULD work like that is with a mage casting a permanent spell. Damage is
>damage and since I allow the use of an anatomy skill to drop the TN and up
>the damage if they're trying to wound them more effectively then there's no
>point in letting them add more damage for more successes, just as I don't
>agree with combat pool when attacking, there's no such thing as "blind
>luck" when it comes to attacking, unless of course
I think the skill system is designed to abstract the fact that a more
skilled person will hit harder/deadlier and more often than an unskilled
person. Combat pool, being derived from attributes, represents applied
natural talent of the individual. My main beef with DnD (a fine system, in
its own unique way) is that a 1d6 Pitchfork has no possible way to kill,
say, a 10th level Fighter. I think SR's system makes the game both deadly
and more realistic as far as damage, especially if you consider the general
lethality of firearms. I also think that the SR system assumes that you are
going for the deadliest shot/attack within your ability, considering that
you have to actually declare that you are pulling your punches in melee
combat (though there are no rules for "incapacitating" shots for sniping...
I'm sure someone on the list will make it up). Also, you have to take into
account that the target gets to roll to resist the damage as well.
Basically, you have to think of the combat system as an abstraction rather
than a direct translation of role-playing actions. That being said, I do
modify combat in my games according to what my players state as their course
of action.
Anatomy would not give much of a bonus for killing people, other than "shoot
for the head". This is coming from a medical student... my detailed
knowledge of anatomy only lets me use it as a complementary skill for Latin.
:-) It would be of most use to a torturer or sniper, and even then, only in
a limited way. It's most valuable use is for medical professions (obviously)
and biology.
we're
>talking about spray and pray (aka. blind suppressive fire). I agree with it
>when it's for dodging but then again we're also going into ways to make the
>characters more detailed and a little more realistic (such as the cost of
>Titanium Bone Lacing which is 2.25 when an entire cyberlimb is only a
>1....the bones are laced with it not replaced with it so why should it cost
>you MORE humanity than having an entire limb replaced?)
>
I posted an article on why this makes sense from a medical standpoint about
a year ago on the list. I can repost it, if you'd like, for a more basic
medical background on implantation and essence loss. Basically, it boils
down to your immune system responses, the amazing amount of blood flow and
innervation that your bones receive (specifically for the case of bone
lacing), and the systemic effects of putting large amounts of metal into
your body. The thing that DOESN'T make sense to me is the essence cost of a
cyberradio. I don't buy the "shielding" argument either.
Hahns Shin, MS II
Budding cybersurgeon
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