| QUOTE |
| Page 138 SR4 Twitch the elf samurai is chasing down an opponent. He’s an elf, so his Running Rate is 25 meters per Combat Turn. This particular Combat Turn is three Initiative Passes long, so he moves (25 ÷ 3) 8 meters per pass. If Twitch stopped running for one pass to help up somebody his opponent knocked over, then he would only be moving 16 meters that Combat Turn. |
add the remainder to the last pass. So, if you were to run for all 3 passes, you'd be running 3 meters + 3 meters + 4 meters.
Thank you, but that still makes me a bit curious that the human with a single init pass moves his/her full 10 on one pass, and the human with 3 has to break theirs down.
Would this not occasionally benefit the human with a single init pass in that they could move from say one obstacle to another avoiding fire, where as the "wired up" Human with 3 might not be able to traverse the entire distance in one movement?
See where I am going with this?
- DgrenJ
I play it so that every single person in a combat has the same number of initiative passes as whoever has the most (three in the case of your example) but you can't act on more than the number you are supposed to have.
So, in that example if Mr Normal decides all he wants to do is move, he moves his 3 meters the first initiative pass, then three the second and finally 4 on the last, while his friend Mr WiredUpTheKazoo decides to move in the first pass (and moves 3 meters) then he decides to move in the second pass (and again moves 3 meters) and finally decides to move again in the 3rd initiave pass (and moves the final 4 meters).
The difference is that Mr Normal doesn't get a choice on what to do in passes 2 and 3, while Mr WiredUpTheKazoo can chose to do other things in the 2nd and 3rd pass.
Make sense?
the best way i have seen of handling this is to split up the movement for everyone by the highest number of IPs in the combat.
that is, if the person with the most IPs has 3, then everyone splits their movement (and only their movement) into 3 rounds.
Awesome...
Thank you for the help.
- DgrenJ
That's not actually a situation I'd thought of, but I can see how it'd come up.
I like the solutions offered, so should the issue come up I'll have an answer now! Thanks guys!
Reread that example. It isn't saying that Twitch has 3 passes so he moves three times, it's saying that the turn has 3 passes so he moves 3 times. Everybody has an opportunity t move on every pass, at a rate eqqual to their base rate divided by the number of passes. No house rules or interpretations are necessary, as it's spelled out in the text.
I kind of miss SR2 where you got your full momement every pass and sams were running 60+kph. Because you know they built them stronger, faster and all that.
But hey this way at least the standard grenade isn't absurd in power just the airburst kind are. Run from the grenade everyone, run cause its doing 12p.
grenades should be able to kill groups of tightly packed people in one shot. i fail to see how that makes them "overpowered" that getting hit directly with a grenade is really likely to be fatal.
| QUOTE (Jaid) |
| grenades should be able to kill groups of tightly packed people in one shot. i fail to see how that makes them "overpowered" that getting hit directly with a grenade is really likely to be fatal. |
| QUOTE (Shinobi Killfist) |
| Grenades only give a damage resistance test, there isn't a opposed test and there damage starts out at the level of a really successful shot or a full burst. There should be a reflex check to see how many meters you can get away from the blast or something. |
Remember that lethal grenades are niche weapons. They're powerful in situations that play to their strengths, but they have many disadvantages that should be ruling out their use in a wide number of situations. For instance:
* They're obvious. If the runners start popping off air-burst explosive grenades, they've entirely given up on subtlety.
* They're indiscriminate. They don't care what's in the blast radius. They'll kill hostages. They'll injure allies. They'll do serious damage to the surrounding real-estate, which is a problem if the fight is taking place in a room full of (for instance) equipment that your hacker is supposed to extract data from next.
* They're military-grade weapons, and they signal to the other side that you're not drawing any lines about the level of violence you're willing to commit. They'll draw a proportional response from security. Runners who open up with grenade launchers w/ lethal payloads should expect the reinforcements who come after them to be armed to fight a war...full reinforced armor, military-grade vehicles, heavy weapons.
I keep saying 'lethal grenades', etc etc to distinguish from things like smoke and gas grenades, which are a different story.
In general, if you're using grenades, you've decided that you're going to go for the full-on, brute-force, blow-them-to-hell-and-scram approach. Either your mission went pear-shaped and you're trying to blast your way out, or you're going in guns-blazing (and are probably going to get yourself killed).
| QUOTE (James McMurray) | ||
There are rules for dodging grenades, they just aren't in the grenades section. There's even a listed dice pool modifier for dodging grenades. Do a search for grenades and you should find a few threads discussing the various interpretations of the vague rules. Our group (to my chagrin) uses the interpreatation that if you get as many dodge successes as the attacker gets placement successes you avoid the grenade entirely. |
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