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From: Zixx <t_berghoff@*********.NETSURF.DE>
Subject: Re: SRII Lethality
Date: Fri, 19 Dec 1997 00:35:32 +0000
On 18 Dec 97 at 17:11, losthalo wrote:

> At 10:58 PM 12/18/97 +0000, you wrote:
> >Well, TN for a burst is 6, so for two sucsesses, you need 12 dice, sure,
> >with recoil comp, you only need 4. But let's take, as an example, say a bar
> >owner fires the gun. He has quickness 3 and with defaulting he's got a +4
> >onhis TNs, so they would be 8 or 10. Chances are, he's not going to hit
> >anything and if he does, it's just the basic damage.
>
> Perhaps I should rethink my position then. Is SR meant to reflect
> unskilled people blasting away at each other with guns? No. Does taking
> it into account make it difficult to create challenges for skilled people
> in hitting? Yes, if you use the same system for both. The game is meant
> to reflect skilled characters using the abilities they are trained in,
> whether that be firing guns, matrix combat, whatever. Certainly normal
> people can fire guns and kill people, and it should be possible, but...
> I've *bnever* seen a system that reflected that.

I know some who do. Many systems seperate hitting from doing damage (Kult,
Starwars and Midgard come to mind). So basicly you roll to figure out if
you hit (can be hard or easy), then you roll again to figure out how much
damage you do (*not* liked to your skill). This way, *if* J. Random
Squatter hits you, it's just as bad as if it was Pam, The Sam.

> >Hmm...IIIRC, a single shot from an AR should kill you (5.56 NATO to the
> >chest is a Bad Thing!). 8M are not going to do that. A six round burst from
> >an AR would kill someone, unless the shooter is really good (and if he
> >wasn't, he wouldn't hit with 6 rounds). Even with a TN of 4, the attacker
> >needs a skill rating of 4, which is quite a lot (the average cop has 3!).
>
> But if you up the damage on AR with a single shot, it gets incredibly
> deadly with a burst or full auto. Not that that isn't accurate, but people
> will drop like flies.

Maybe that's a GM problem. In my game, no one ever fires an AR, because
they are big bad milspec weapons. SMGs and HPs are normal, but the one time
someone pulled out an AR, 15 Night Hunters ran for their lifes....

> >What I've been toying around for quite a while is to *only* roll armor to
> >stage doen the damage. Of course, you'd have to increase the armor
> >ratings...
>
> This isn't a bad idea, maybe. Allow a character to dodge, then anything
> that doesn't avoid, the armor rolls, and they you apply the damage. Of
> course, now the Body Stat is not very important...

It is still for stun and against poison/nerve gas, but face it: A great
immune-system is not going to stop rounds....at least none I know :)

> >Sorry halo, but have you ever tried this? Usually, there is a difference of
> >2 or 3 sucsesses and whoever gets them at the first attack wins the fight
> >(I've never seen two chars in melee, that did no damage over the first
> >three attacks).
>
> Yes, I've seen some pretty inconclusive melees between characters of very
> similar abilities, in SR.

Maybe that's because of your SR1 dice pools. In SR2, even a difference of 1
in the skill results in someone haveing two dice more...



Tobias Berghoff a.k.a Zixx a.k.a. Charon, your friendly werepanther physad.

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