Defense
Defense reflects the basic difficulty in hitting a active moving target. It is the base TN for all attackers. Standard Defense for most characters is 4, 3 for Trolls because their huge size. Start with this number and modify it for high reaction. If the character has a Reflex Trigger make sure and note natural and augmented Defense.
| CODE |
Reaction Defense Bonus 1-2 -1 3-5 0 6-8 +1 9-11 +2 12-14 +3 |
| CODE |
Cover Penalty Defense Concealment ¼ +1 - +1 ½ +2 +1 +2 ¾ +4 +2 +4 9/10 +6 +3 +6 Total +8 +4 Total |
| CODE |
Range Penalty Short +0 Medium +1 Long +2 Extreme +5 |
Range is already covered by the change in base TN to hit at range. Changing this to a TN modifier just makes centering overpowered in long range engagements.
Aside from that, what is the goal of adding a defense trait? Dumping the dodge rules? Dumping all of the combat pool? Something else entirely?
Shadowrun Is Not d20. We do not need a Dex bonus to AC. Reaction already accounts for 2/3rds of the Combat Pool - i.e., your Dodge dice.
...this really makes characters tough
Example: the original KK had a Reaction of 13 giving her a +3 making it a base TN 7 [6] (TN 5 with a Smartlink) to hit. That really changes the odds.
Lets take this a bit further, Since trolls (who are about 1/3 again as large as humans/elves) have a base of, 3 Dwarves then should have a base of 5.
So now you take my munched out MET2000 Dwarf Merc Gracie (Reaction 18 & I could argue this should give her a +4) the base TN to hit her would be a 9 (7 [6] with Smartlink). basically with her body attribute of 9 and armour of 9 (Jacket, Sec Helm, Full Form Fit [1/2 value for layering]) she would pretty much be able to shrug off most slug/projectile shots (forget flechettes) save for Elephant Rifles, Gyro Jets, A Troll with a Ranger X Bow, Thor Shots and other Heavy/naval weapons.
All this would do is escalate the GM's arms race with the PCs (everybody would be toting Panther Assault Cannons. as one power happy GM once did to all of us more "normal" runners).
I think someone with a reaction that high SHOULD be very hard to hit. Of course you have to know that you are being targeted. Yes you don't get a dodge roll unless you abort to dodge. I don't like the idea of actually dodging bullets. This way you are hard to target but if they hit then they hit.
One of the things that I do like from SR4 is dumping combat pool. I personally never liked them. I did a few other things to make the game flow faster as well.
I also used hit location. I also believe that various levels of AP will be more common by this point as there is a literal arms race on the streets. I have a low AP and APDS round. Both are available on the black market. Armor is just too common.
This doesn't make characters invulnerable. I ran a game with this for most of a year. The sammie got hit repeatedly. He got his arm replaced several times alone.
The only difference I see between this and the current system is:
1) Reaction contributes to dodge - the problem with this is reaction already contributes towards the ability to dodge in the form of Combat Pool. The difference between Combat Pool and your rule, however, is that Combat Pool is only applied when the character decides to dodge THAT attack. He shouldn't be able to dodge every attack equally well, he has to decide which ones he's dodging. So I'd nix the reaction stuff for SR3, but it might make sense for SR4.
2) Troll size difference - not a bad rule, I'm on the fence about it though, since it does add complexity.
3) Range is a 'modifier' - a bad idea for the reasons stated above. It makes adept centering ever more dangerous.
Everything else would seem to be covered under the existing system, the same modifiers for running, cover, so on and so forth.
| QUOTE (garrowolf) |
| I think someone with a reaction that high SHOULD be very hard to hit. Of course you have to know that you are being targeted. Yes you don't get a dodge roll unless you abort to dodge...[edit]...This way you are hard to target but if they hit then they hit. |
| QUOTE (garrowolf) |
| I don't like the idea of actually dodging bullets. |
Reaction is already factored in combat pool.
If you want more defense ... just allocate more combat pool to dodging, or body to roll with the shots. The best part of combat pool is that you can decide whether you are going to focus on offense or defense. It also factors in augmentations, intelligence, and willpower (ability to focus).
Someone with that high of a reaction will have a high combat pool which factors in so many more things that just the ability to move and twitch. Reaction is how quickly you react to surprise and changing circumstances, combat pool decides what you are going to do with it.
For those people who can shrug of bullets ... there are APDS, Chokepoints, concussion grenades, and full auto assault rifles with GV4.
Meh, why do all that? If you want Reaction to affect your odds of being hit, just scrap the dodge test and use Raygun's system. If you do it that way you even get HYPER REAL FIREARMS ACTION!!!!!!!!!!!!!!!!!!!!!!
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