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Mailing List Logs for ShadowRN

From: losthalo <losthalo@********.COM>
Subject: Re: SRII Lethality
Date: Thu, 18 Dec 1997 11:53:50 -0500
At 01:16 AM 12/18/97 +0000, you wrote:
What I'd like would be to
>make the weapons deadlier (e.g. if you're naked, an AR *will* kill you),

Wellllll... Target # 4 to hit, barring any penalties, or cyber bonuses, on
a burst the AR needs two net successes after dodge to *kill* the target.
That'll kill you. Remember, unarmored the Target to resist is an 11 with
the burst. Body dice? Nah. Armor and Karma Pool are what make SR so
survivable, not the damage rules. Without dice pools the game is ver
deadly, if you're not wearing Kevlar everywhere.

>but people harder to hit. So a lot of bullets fired without anyone hitting
>what he's aiming for, but if you hit, Mr. Target's got a problem (unless
>he got armor). Talking about armor, it should be made more effective.

I have thought about allowing armor to add dice to the damage resistance
test as well as reducing power level, but then it starts becoming harder to
kill anyone in armor. But if you got rid of Karma Pool that would prolly
at least balance.

>To a body 1 person, there is *no* difference between running around naked
>and wearing heavy security armor (though SR is not as bad as Starwars,
>where you get 4d6, for haveing lots of muscle and 1d6 for wearing
>stormtrooper armor) E.g. an armor jacket should stop a HP round.
>Same for melee: An axe does enough damage to make a trolls life miserable,
>even if an elf swings it. But again it should be harder to actually hit
>someone. One of the things that always annoyed me was that your average
>fistfight lasts for about two seconds. Same for swords. Maybe there should
>be a seperate roll for parrieing/dodgeing that's easier than the actual
>attack. So you *could* have to characters haveing one hell of a swordsfight
>for a few minutes, if they're good enough.

Similarly armed, skilled, etc. opponents in melee will take forever in
combat rounds to finish a fight, because they will get similar numbers of
successes, and thus cancel each other out. Damage will be done in Light
wounds, over time, and even some of that will be mopped up by Body rolls.
You just rarely see evenly matched opponents in SR, so the fights tend to
be quick.


losthalo@********.comGoFa6)7(Im6TJt)Fe(7P!ShMoB4/19.2Bk!cBkc8MBV6sM3ZG
oPuTeiClbMehC6a23=n4bSSH173g4L??96FmT1Ea4@*********************
4h7sM8zSsYnk6BSMmpFNN0393NRfmSLusOH1Whileyouarelisteningyourwillingat
tentionismakingyoumoreandmoreintothepersonyouwanttobecome

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