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From: Steadfast laughingman@*******.de
Subject: (un)armed combat - melee
Date: Tue, 06 Jul 1999 13:24:00 +0200
And so it came to happen that Gurth wrote in reply to Dennis Steinmeijer:

<snip>

> > If it does, then do they get a penalty to their target number? This is
> > all very vague,...
>
> SR melee combat _is_ vague; most attempts to make it less so only
> complicate matters so much that it's easier to go back to the vague system
> than to use the more accurate one...

To my disgust the whole Combat system is in vain. Well I should shout a big
IMHO after that, see it as done. Annyway, I like the SR-Universe, so I'll
take that grain of salt.
I once posted an idea how to handle the "problem" of slow guys trying to
not get kicked by chipped guys, but that is quite some time backward and
probably most will not remember as I am not that much online as I once used
to be. I will post it once more here for everyone who cares and am glad for
any ideas.

>...The way to penalize charactrs who are
> not "on guard" is to deny them their Combat Pool, as that way they'll
> often have a lot less dice to roll and so will be easier to hit.

Well, with this system, under SR3rd rules we come up with the example that
the "norm" (aka Ini of about 9) would be a fool not to use everything he
has in his first attack/defense as after that he would be penalised. After
that he would not have any decent combatpool to get penalized and the fast
guy (say Ini of about 22) has no real advantage other than his skill and
attributes. Note that I do not think that every NPC would do this, not in
the least. I could make up a complete example but my english is not that
fluent to keep it short, but I hope you all get my point.

I prefer a penalty not to the Combatpool but to the TN# when the slow one
is defending in a Combatphase other than the one he is allowed to act. I
give everyone of those a +2 for every Combatphase he is not allowed to act.
Example: FastGuy Ini 22
SlowGuy Ini 09
1st. Phase : Both Combatants (in Melee/Unarmed Combat) have their normal
TN# for hitting the opponent should they Attack or Defend.
2nd. Phase : SlowGuy is not allowed to attack as he has normaly no actions
other than free actions. So if FastGuy attacks SlowGuy in Melee/Unarmed
Combat SlowGuy gets a +2 to his TN# for hitting as he is not able to react
properly to the attack.
3rd. Phase : SlowGuy (assuming he still is firing neurons through his
neocortex) gets another +2 to his TN# raising the TN# to a +4 extra to his
modifiers for Perception, cover, damage, you name it.

IMO this system is easy and gives the "Lightning fast" reflexes guys an
edge over the "norms"

If this seems unbalanced, opinions are welcomed, although I must say that
it worked in my groups quite nicely without throwing Gamebalance too much
over board in favor of the fast ones.
Remember, a bullet is _allways_ faster than your Fist.

---> Steadfast
The one, the only.
That is, if you do not count the others

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.