From: | Richard Pieri <ratinox@***.NORTHEASTERN.EDU> |
---|---|
Subject: | Re: LETHALITY |
Date: | Mon, 7 Jun 1993 12:27:55 EDT |
<Gerlof.Woudstra@***.PZ.WAU.NL> writes:
Gerlof> Last weekend I managed to borrow a SHRII book and I tried It out.
Gerlof> With some little changes. I used the old dodgepool system but now
Gerlof> with the option to dodge the fire. Ie you tried to 'dodge' the
Gerlof> shot. Every succes meant one less succes from the attacker. If you
Gerlof> got more successes then you're attacker he just missed you and the
Gerlof> bullet(s) whistles just inches over your head.
Ummm... that's *exactly* how a Combat Pool works: use different colored
dice to distinguish between Combat Pool and BOD dice; each success on the
defender's test cancels one success of the attacker's. If the Combat Pool
dice negate all of the attacker's successes, the attack misses.
Gerlof> So You make a one on one test. Hits were handled normally but
Gerlof> without combatpool, just plain old bodyrolls. This time I gave them
Gerlof> extra dices in the form off Ballistic or armour rating. But I think
Gerlof> that is too much.
It is; Armor now subtracts the appropriate Rating (Ballistic or Impact)
from the Power of the attack *before* the defender makes his resistance
test (with a minimum of 2) [ie, a 9M handgun vs. 5/3 armor has a T#4 for
the resistance test]. Yes, it really does make sense, as body armor doesn't
absorb damage so much as it spreads it out, leaving you with bruises rather
than holes :-).
Gerlof> Everybody liked the system (including me), it was much more
Gerlof> satisfying and thrilling then SHRI. You were actually able to miss!
What!?!? You mean you didn't have characters with 15-20 dice in their
Firearms/Combat Pools? :-) :-)
Gerlof> And it happened often enough to be fun and IMHO more realistic then
Gerlof> the usual approach. I always hated the system of 'automatically'
Gerlof> hitting you're enemy. Where the only thing his combat-dodgepool
Gerlof> could do was reducing damage. Something which has nothing to do
Gerlof> with trying to avoid being hit. I am working on a usefull approach
Gerlof> to calculate targetnumbers for dodging. It should not be easy, but
Gerlof> cover helps.
It should be difficult, as you can't dodge bullets. What you *can* do is
stay out of the shooter's line of fire. Which is actually easier at close
ranges than it is at longer ranges (longer ranges give a smaller degree of
arc to keep you covered than short ranges). I suggest you try making the T#
for Combat Pool dice equal to the base skill of the shooter (minimum 2, of
course), +2 for each range step beyond Short, then apply situational
modifiers. Just an untested thought...
--Rat PGP Public Key Block available upon request
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Northeastern's Stainless Steel Rat ratinox@***.neu.edu
I ran all night and day/I just ran/I ran so far away/I couldn't get away
--A Flock of Seagulls, I Ran