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From: Zixx <t_berghoff@*********.NETSURF.DE>
Subject: Re: SRII Lethality
Date: Sat, 20 Dec 1997 03:56:40 +0000
On 18 Dec 97 at 20:14, losthalo wrote:

> 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,

Well, I can't remember any other system that doesn't....<g>

> 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.

That's what aimed shots are for. You aim at the head, you kill the target,
but usually, you just fire at the person, not some special part of him.

> 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...

As I said above, make the hitting dependant on the skill (what else?!) and
then roll for the damage based on the weapon, unless the shot was aimed at
some vital or maybe non-vital part of the body. If that is true, you apply
mods on the damage...

> Especially when we're talking about a system including ballistic
> armor designed to stop attacks, skill should come into play even more.

Hmm...you just have to aim at the uncovered spots....

> >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.

Well, right now, body is much too vital. Take strenght. If you are no
physad or other HTH-fighter, strenght is pretty useless. And
willpower....well in a campaign where magic is rather rare, it's no way
worth the costs...

> 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.

If been working an about the same thing. But the problem is that you have
to rework all the damage codes. If the char gets more than 10 boxes, he
could take a shot from a panther and keep standing....

> >> 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.

Yeah. I remember my first physad (a dwarf!) roll with 16 dice (skill 8 +
combat pool) and only haveing 3 sucsesses. The damn guard (UAC 3) kicked
him all the way to mars..... :)


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

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