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Mailing List Logs for ShadowRN

From: Wafflemeisters <evamarie@**********.NET>
Subject: Re: Variable Staging
Date: Fri, 8 May 1998 20:18:02 -0500
> Re: Variable Staging (Was "Old Age Runners") (Gurth , Thu 14:52)
>
> Fade said on 16:05/ 7 May 98...
>
> > Heh heh heh.. I always like pro assassins using those 3L1 guns.
> > They threw enough dice at you that they always got .. about 3.. more
> > successes than the defender.

Some of our "senoir players" tell "horror stories" about an
ork physad
PC with gobs of (at least 8) autosucces for throwing knives (strL1, I
believe?). Actually, they were titanium sporks, just for extra cheese
factor....
I'm GLAD they changed some rules.

>
> Yes, the low Staging actually made such guns semi-useful. In SRII anyone
> stupid enough to bring a 4L weapon to a firefight where the target wears
> armor deserves to get shot...
>
> > Armor reducing power was a good idea, though, rather than automatic
> > resistance successes. (Heretic, I know. I'm not *THAT* old, just 26.).
>
> A combination of the two would work very well, I think -- keep the revised
> Power Levels of SRII and the way armor works, but add in the Staging rules
> of SR1.
>

I suggested this a while back for VEHICLES- that to stage dmage UP on
vehicles, you need success equal to its BODY (using the new R2 ratings).
They would still stage it DOWN as normal.
IMO, basing the difficulty to stage UP on the TARGET makes more sense
than basing it on the WEAPON, when you consider that damaging a larger
target requires a better shot to hit a vital area. Changing the
difficulty to stage DOWN makes comparing diffent weapons to difficult
(IMO), complicating things over-mutch. But I learned to play just after
SR2 came out, and only studied SR1 "academically". Some things I admit
are quite cool (we've also changed "damage resistance" combat pool use
to be more like "dodge pool" use, basing things off old codes, not
armor-modified power).
We've used, as a house rule, that vehicles take 4 succeses to stage
damage up on, across the board, and it works pretty well. I've
suggested for trolls and full body replacements (over 400 kg + 10 body)
to get a 3 stage up requirement, and for full body replacement rolls to
get a 4 stageing., butit hasn't been used yet (We'd do it for an NPC or
two first, probably). NOTICE- in ALL cases, damage stages DOWN
normally.
As a note, the above is mostly because nobody like to play trolls in
our game because they weigh so stinking much (they get left behind if
unconcious). I don't like the "emacieted troll" stats given in SR2 or
Cybertechnolgy. I just make mine weigh 8 times what a human half as
tall with a similar build (same stats minus racial mods) would weigh.
That means 192KG-1152KG, using Cybertechnologies "weight to body" table,
the troll un-racially modified body, and equivalent human mass x 8.
Cybermods that increse body are added BEFORE weight is figured...
!1200kg!! Well, american football linemen (who I'd guess go up to or
maybe a little over racial max of 6 body) can often weigh 150 KG, at
around 1.85 meters. A maxed out body, 3.7 meter tall troll is
definatley posible, and definately HEAVY. Cybermods count towards body
for weight, also.

-mONGOOSE


-Mongoose

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