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From: "Gerlof A.Woudstra" <Gerlof.Woudstra@***.PZ.WAU.NL>
Subject: Lethality
Date: Tue, 8 Jun 1993 17:00:05 +0100
***** ATTACHMENT: lethal *****

RAT 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.

RAT>Ummm... that's *exactly* how a Combat Pool works: use different colored
RAT>dice to distinguish between Combat Pool and BOD dice; each success on the
RAT>defender's test cancels one success of the attacker's. If the Combat Pool
RAT>dice negate all of the attacker's successes, the attack misses.

I am sorry but I didn't know that, I really did not have the time to read the
rules very good. I assumed that the rules Tom Dowd used and told were true.
In that game I did not notice such a system.

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.

RAT>It is; Armor now subtracts the appropriate Rating (Ballistic or Impact)
RAT>from the Power of the attack *before* the defender makes his resistance
RAT>test (with a minimum of 2) [ie, a 9M handgun vs. 5/3 armor has a T#4 for
RAT>the resistance test]. Yes, it really does make sense, as body armor doesn't
RAT>absorb damage so much as it spreads it out, leaving you with bruises rather
RAT>than holes :-).

I know, but I can't help to feel sorry for the blokes with a measly Body of
1 or 2. I am not very sure about how to handle this yet, some more testing
will be needed.

Gerlof> Everybody liked the system (including me), it was much more
Gerlof> satisfying and thrilling then SHRI. You were actually able to miss!

RAT>What!?!? You mean you didn't have characters with 15-20 dice in their
RAT>Firearms/Combat Pools? :-) :-)

Yup! As I already said, No Combat Pool, only Dodge Pool. I do use the old
armed/unarmed combat pool though, but those are for parrying only.

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.

RAT>It should be difficult, as you can't dodge bullets. What you *can* do is
RAT>stay out of the shooter's line of fire. Which is actually easier at close
RAT>ranges than it is at longer ranges (longer ranges give a smaller degree of
RAT>arc to keep you covered than short ranges). I suggest you try making the T#
RAT>for Combat Pool dice equal to the base skill of the shooter (minimum 2, of
RAT>course), +2 for each range step beyond Short, then apply situational
RAT>modifiers. Just an untested thought...

Well that sounds reasonable. But what would the modifiers be for let's say
a Troll, or against somebody using a smartgunlink. How about a lasersight,
would the red dot (IR-goggles) make it more easier to dodge or not?

Plus J Roberson wrote:

ROB>We went through this already. Combat Pool dice are NOT Dodge dice. They

Sorry I wasn't there at the moment.

ROB>are a nebulous mechanism to represent being in the "right place at the right
ROB>time". I'd explain more but I have to go-don't take this as a flame.

I really do not like the idea of players using up to 12 (or more) dice to shoot
somebody. IMHO it is not necesarry, the system is deadly enough. So I allow
my players only to make defensive manuevres with it, not offensive.

<<<<The Woodsman>>>>

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