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From: GMPax@***.com GMPax@***.com
Subject: applying successes to combat: what order?
Date: Fri, 12 Mar 1999 12:07:25 EST
In a message dated 3/12/99 2:33:43 AM Eastern Standard Time,
dann1@********.erols.com writes:

> Personally, I see this as the order of combat realistically, and hence it
> makes sense to me, to roll my successes, stage up, then he rolls his,
stages
> down, and takes that damage
>
> Kyoto the Angel
> AIM: AngelKyoto
> ICQ: 29713335

Yes. And that works, except it _relies_ on the over-damage rules. If you do
not use them, then the weapon can only get to D level damage.

The effects are the same, mind. 2 defender successes still reduces the
damage. You are just waiting to see how many of them the Defender gets,
before applying the _attacker's_ successes to reflect accuracy. This is
especially significant with a weapon like, say, the Barret 121 Sniper Rifle,
with it's (IIRC) 14D base damage level.

If you staged up, lost extra successes, then staged down, then it would not
matter how many successes you rolled when firing this moster; 1, 10, or 1,000
... after the first success, none would count, because you could _not_ stage
damage up. Yet the poor unlucky slob HIT by it, would be able to resist
damage down, normally.

That IS why I use the Over-Damage rule, regardless of power. I _do_ rule,
however, that no weapon may be staged up more than 5x, or 1/2 of the
attacker's skill (round up), net (whichever is _less_). So sure, you may
(miraculously) get 20 successes and stage that holdout pistol up 10 times.
The defender may get ZERO successes (bad dice that day maybe), but you will
only do a D+2. And that's a LOT for a tiny holdout, but it will not kill tha
average Body-3 human in one shot. Leave him bleeding RAPIDLY to death, yes.
But not kill him, simply because the round hasn't the power to DO that, IMO.

Sean
GM Pax

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