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From: Danyel N Woods <9604801@********.AC.NZ>
Subject: Re: Expanded Knockdown rules revisited
Date: Mon, 11 May 1998 12:03:04 +1200
Quoth Tim (Drekhead) Kerby (1421 10-05-98 NZT):

>I would love some feedback on these rules I came up with. I
posted
>this a few days ago, but twice I listed the wrong URL, and
several
>people that I have spoken with say they didn't see it, so here
it is
>again:
>
>http://www.geocities.com/TimesSquare/Alley/6990/newrules.html
>
>This is an expanded version of the Knockdown rules, and the
first
>part of the critical hit/expanded combat rules I am working on.
>
>I look forward to your comments!
>
>Thanks.

Not a problem.

Well, you and James Ojaste covered the only points I could come up with
(pain-editors etc. and the alternating audibles), so as far as I can
see, it's pretty good: quick, simple, easy to use.

The only thing is, (struggling for realism AND simplicity), unless you
roll a double six AND have a deadly wound, it's impossible to suffer a
major internal bleed. From what little armchair expertise I have about
combat, ANY time you get shot you run the risk of shock and major
internal bleeding.

How about a sub-table? If the roll plus the wound modifier is in the
13-16 range, roll 1d6 on a sub-table (*twice for a Deadly wound*): 1-2
gives 'breathing difficulty', 3-4 gives 'broken bone', and 5-6 gives
'haemorrhage' (*ignore duplicates for Deadly*). This consumes little
extra time, and (especially for deadly wounds) gives truly deadly and
realistic results, which is good for RP: broken bone + breathing
difficulty = a lung punctured by a rib, breathing difficulty +
haemorrhage means a sucking chest-wound, et cetera.

As to shock, a Body test *using natural body only* against (6+(wound
modifier)) is needed; failure indicates the victim goes into shock. You
could modify this roll by *half* the level of any installed Damage
Compensators, but no other mods I can think of at the moment.

Why *natural* body? One, it helps scare the cybermonsters <EGMG>. Two,
it emphasises the fact that if you get hurt, you *GET HURT* (to quote
the immortal Blackjack). Three, you've already used the body modifiers
from dermal armour/whatever for the damage-resistance test; you
shouldn't get the same bonus twice. More in-character, shock is a
function of your body's ability to cope with the damage, not how thick
is the dermal whatever that you bought.

Of course, this comes from a man who's still trying to work out the
right cinema/lethality balance in his campaign, so...well, YMMV.

Danyel Woods
9604801@********.ac.nz
'Are you deliberately trying to drive me insane?'
'The universe is already mad. Anything else would be
redundant.'

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