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From: The Reverend <MDB0213@*****.TAMU.EDU>
Subject: Re: Lethality... what???!?!?!
Date: Wed, 9 Jun 1993 13:57:37 -0500
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.
That sounds more like SR1, in that case. The combat pool is MUCH different
than the SR1 dodge pools!

about armor...
]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.
Um... the people with the 1 or 2 bodies will be hurting! That's the whole
point! In SR2, a punk can give a Combat Gumbi a Moderate wound! (9M-->9S. 4S
(assuming armor)-->4M (assuming 6 dice, stat average roll))

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.
I dunno... I think that the SR2 system works MUCH better with the Combat pool
than with the other pools. And all the dice in the world doesn't matter if you
don't have the skill to back it up! (remember... for attacking, the max # of
dice you can toss in is equal to your skill. Trying to be "in the right place"
doesn't take a skill, but if you have either a faster attacker, or more than
one, you're a fool to waste your whole pool all at one time.)

]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?
That red dot would make it easier to AVOID being there when the bullet is
fired. C'mon, you've seen that PLENTY of times in the movies! So what kind of
minuses to your combat pool test would there be?


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.
Not a problem. A quicky explanation is that under SR1, you roll the dodge dice
FIRST, and you're supposed to decide before you roll whether you want them
going to your resistance test, or to avoid being where the bullet shall be.
(Yes, it took ME the better part of one afternoon to try to figure out what
they were saying in SR1).

]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.
Um... I thought you just said that you didn't allow a combat pool, and now you
say that you can only make defensive moves with it. Which one? (sorry, this
ain't meant to be a flame. This note has SEVERELY messed me up. Why someone
would play SR2 with DODGE POOLS is beyond me, but hey! more power to ya. Also,
you CAN'T use up to 12 more dice, unless they are that good! The max # of
combat pool dice that you can throw into an attack is equal to your skill in
whichever weapon you are trying to hit with. If you have an 8 combat pool, and
are trying to shoot someone with firearms (your skill is 4), then you can only
use 4 (skill) + 4 (combat pool)=8 dice!

(a quick nasty thought... this is only for an NPC sniper... he just wouldn't
work as anything else, or as a PC... we tried... take a SR2 physad. Get him
[you work out how] as high a combat pool as possible [we'll be nice and say 8].
Now give him MANY MANY MANY dice in firearms. A 6 skill, and call it 6 dice in
the Physad-Firearms. NOW, you have 12 natural dice for this guy. Considering
that these dice are considered natural, as far as combat dice are concerned,
you can add up to 12 dice from your combat pool. 6+6+8 dice to shoot. Give
him a sniper/assault rifle, and sit him up somewhere high, with a handy escape.
This guy should be able to take out tanks, if the Sniper Rifle's power is
sufficiently high. What do you think? This is NOT a guy to fight. He comes
in, takes his shot, and leaves. He's toast up close.)

Boldly screwing where no one has screwed before, I am...
The Reverend
(and no, I don't do this sh*t in games. I'm now a role-player. I come up with
the screws to find holes in the system. One of these days I'm going to sit
with my books and come up with "Shadowrun Tricks and Screws, Volume 2")

-Rev

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