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Mailing List Logs for ShadowRN

From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: Sleep spells of death (+)
Date: Fri, 2 Jun 1995 12:32:02 -0400
On Fri, 2 Jun 1995, Lindblom Fredrik, Training wrote:

> Thanks. This has been a long-lasting misconception of ours. (Heck, we've
> played SR for YEARS!!!)
>
> Not that it:
> a) is very unrealistic (if you're hurt bad, you'll have trouble making
> proper evasive maneuvers etc.)

Well, look at it this way. Your Willpower is not going to decrease just
from taking a wound. You have an attribute that is constant and very
rarely changes. Why should it get harder to resist the same attack once
you've already been wounded. Alternately, if someone shoots you in one
kneecap, why would you take anymore damage if they shot you in the other
kneecap? Realistically, you wouldn't You may not be able to dodge, but
that's another matter entirely (don't even get me started on SRII dodge
rules...) For what it's worth, we still include target # modifiers to
the dodge roll. When seriously wounded, it gets tough to get outta the way.

> b) is possible to find in the rulebook (i cannot remember reading it, but of
> course, us GM's forget lotsa important things, don't we? :-)

Too true. It's in there somewhere. I don't have my book on me right
now, but a good place to sart is under the damage reduction section of the
combat chapter.

> c) does upset game balance - since the players have the same problem. But
> then again, the players' body attributes are usually a lot higher than th
> NPC's...and they have their karma pool...

Well, you win some, you lose some. I'm not sure who the actual
statistics of the shift favors more, but it seems to work all right.

Marc

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