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From: Steadfast laughingman@*******.de
Subject: Houserules for unarmed/armed Combat(long)
Date: Sat, 13 Feb 1999 02:33:58 +0100
Ok, once again we had tonite a discussion about some of the rules we found
unsatosfactory.
Here are the results of this evening of creativiness. Please fire at will
and of course, sugestions are welcome.

Unarmed/Armed Combat.
Before I start, the main thing to consider is, that we wanted to keep it as
simple and smooth for Gameplay as possible. As usual, reality will be
different, but for gameplay it may be enough. Combining Armed against
Unarmed Combat works as usual.

1. Houserule for Character having a better unarmed/armed combat skills then
oponent.
Normal Meleemodifiers apply. Compare the effective skills of the Combatants
with another. Subtract the lower from the higher skill rating and add the
diference to the strength of the combatant with the higher effective Skill.
Note that this 'bonus' does only come into effect if the combatant with the
higher skill rating hits the combatant with the lower skill rating,
representing the fact (in our opinion) that a higher skilled Martial Arts or
other combat technique specialist does not only rely on strength alone but
also on skill, knowing where and when to strike.
Example:
Physad with Unarmed Combat rating of 6(8) Body 4 and Strength 6(7),
Combatpool of 8
against
Troll with Unarmed Combat rating of 4 Body 10(+1 for Dermal)and Strength 9,
Combatpool of 5
Physad goes first (who thought), we have the best light, both are not
running TN# for both is 4. Troll decides to use his reach as his advantage
and lowers his TN# by 1 making it a 3.
Both roll their dice (Physad takes 6 dice CP, Troll uses 4 dice CP).
Physad gets 9 sucesses, Troll gets 7.
Physad hits Troll with a effective strength of 11 and (for staging damage
up) S stun damage.
Troll has Armorvest, giving him an impact armor of 1 resulting in a TN# for
damageresistense of 10.
Troll gets 2 Sucesses staging the damage down to M Stun Damage. Now he is
next in Combat. You can roll for yourself how it goes out. Please note, if
the Troll had a Skill of 6 he only would have to roll against a TN# 8, if he
would have the same skill as the Physad the Troll would most likely stomp
the Physad into the ground. But now the Physad (or any other with decent
skill) has a chance.

2. Houserule for advantage of more Initiativepasses than oponent.
In the first pass of Combat everything is fine. In the second pass most
likely the 'normal' Meta-human beeing has a disadvantage against the
'overpowered' lot that calls themself Shadowrunner. Add a +2 to the TN# for
meleecombat only if the combatant has to act in a Initiative pass lower than
he is normaly allowed to react. Add +2 to the TN# for every Initiativepass
that the Combatant is not allowed to take actions. As this is most likely
not very clear now an example (sorry folks, but my english lets me down on
this one here :o)).
Sam has a Initiative of 24. Cop has a Initiative of 12. in the first pass
both have no penalty for acting in their pass. After the first pass has
'passed' Sam acts in 14 and Cop acts in 2. Both are allowed to take actions,
so no modifier for none of them. After that pass Sam acts in 4 and cop has
no actions left. So now he gets a +2 to his TN# to reflect the quicker
reflexes of the Sam. If Sam was about to hit a Combatant with a Initiative
of 8 it would be like +/- nothing for Sam and Combatant in the first pass,
+2 for the Combatant in the second pass and +4 for the third pass for the
Combatant that tries to battle the Sam.

3. Houserule for aimed hits
That one is simple we just half the modifiers that would apply for
shooting.

4. Houserule for special techniques like a sweep or a flying kick.
I just give the basics here more to follow on Sunday when I have more
time.
Every special Technique that is intended to result not only in more Power
like the houserule mentioned above in 1 has a 'Threshold' of netto sucesses
that need to be archieved to take effect. If for example a Technique would
need to have at least 3 nettosucesses (aka 3 sucesses more than the oponent)
you simply need 3 more sucesses than your opponent if you are the attacker,
if you are the defender you would need to have 4 more sucesses (that is to
cancel out the advantage of your oponent beeing the attacker). If you have
the apropriate amount of sucesses your 'special' came through and the
effects would take 'effect'.If you have less netto sucesses than apropriate
your 'special' would not have hit but you would still hit the oponent with a
normal hit (That is if you would have beaten the oponent in direct
comparison of sucesses). BUT you would have to subtract every not achieved
sucess that would have been needed to hit with the 'special' from your
powerniveau on a one to one basis.
Example: Sam wanted to make a Sweep against an oponent, that means he only
wanted to knock the oponent prone with minimal damage to the Target. The
threshold for this attack is, say 2 more sucesses than the oponent (3 if it
is not the phase in which Sam is allowed to normaly act). He archieves only
1 sucess more than his oponent, so he has to subtract 1 from his effective
strength (after houserule 1 has been taken into acount if you like). Some
example maneauvers will be posted in the future (ah, sunday I have written
earlier...;o)).

So thats it, please, once again, fire at will but keep in mind that on this
side of the net a not very experienced Combatant sits, so he wanted to keep
it as simple as possible. If it is too simple, advise would be apreciated.
Oh, I guess the Rule number 4 is a slightlty modified version of something
written in the SR-Suplement 9 (I guess some of the other players mentioned
something like that). Annyway, I would like to say that that idea was great!
Thanks in advance.
--
__________________________________________
---> Steadfast
Selfproclaimed protector of German
BABY's
Mmwahahahahaar...
"I have 'grosse bumm' in my Pocket!
Yes, a real 'GROSSE BUUMM'!"
German translation for Savalette Guardian.
__________________________________________

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