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Mailing List Logs for ShadowRN

From: losthalo <losthalo@********.COM>
Subject: Re: SRII Lethality
Date: Thu, 18 Dec 1997 20:14:22 -0500
At 12:35 AM 12/19/97 +0000, you wrote:
>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.

Actually most systems separate hitting from damage potential, but that's
not all I was talking about. Most systems don't reflect the potential of
an unskilled person to kill someone else with a gun very well. I say this
because skill just helps you to hit, and a random roll determines how well
you hit (I think skill should aid in damage, since accuracy increases the
likelihood of hitting someting vital). While a person unskilled *can* do
deadly damage with a weapon, a skilled person should both be more likely to
hit, and more likely to do serious wounds with that hit. SR allows skilled
people to do more damage, as well as hitting more often, which I like. The
best thing would be a system which allows an unskilled person to hit and
kill, but making it easier to hit and kill if you have appropriate
skills... Especially when we're talking about a system including ballistic
armor designed to stop attacks, skill should come into play even more.

>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....

Agreed, I don't see too many guns other than SMGs and pistols in my games,
sometime a shotgun, or a rifle to snipe with. And when people get shot at
with a rifle, in my games, they run for cover first and ask questions
later, if they don't just bug the hell out. It's not worth getting
splattered over.

>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 :)

Not arguing that it should, just that people who place points in something
should get something for them, otherwise chargen is an odd concept.

Hmm, something I have thought about is carying the number of boxes on the
damage tracks based on a character's Body, and throwing out the
Body-to-resist-damage rolls. It would increase the damage the character
would take, without making him a damage sponge, since it would get
'used up'. The problem now with a high body is that you keep taking the
damage, and taking it... and so long as your roll hold out, the Troll can
last all day in small arms fire, with an armor jack, as people have attested.

>> 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...
Well, a difference of 1 in a skill is a fair difference when the scale
runs, essentially, from 1 to 6. That's an advantage. In an *even* fight,
the fight should last a while, barring odd dice displays.


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

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