I'm trying to figure out why anybody would use some of the lower-end shadowrun equipment.
Take knives. Say two people with roughly equal stats and skills go at it, one with a knife and one with bare hands.
The guy with bare hands will do a moderate stun wound.
The guy with a knife will do a light physical wound.
All other things being equal, the guy with the knife is screwed. The fist man only needs 4 successful melee attacks (Assuming he never manages to stage up/down) while the knife guy needs to land 10 to win. Armor works against each equally. While the fist man will only knock his opponent unconcious, 9 times out of 10 on a shadowrun that's good enough, and on the 10th you can take the knife from his unconcious body and cut his throat anyway. And since the fist does damage faster, the knife guy will lose initiative and gain + to TNs faster, making his chances of success even lower than they look. On top of that the fist can't be taken away (well, most of the time), doesn't set off alarms, and won't attract Lonestar's attention. Overall, a knife is a totally useless item.
Even on the boards people joke at how silly light pistols are. Given how much armor even average joe wears, a light pistol is useless. If that's the case, how the heck can you expect to ever use a holdout pistol? 4L damage = 0 damage against anything other than no armor at all, even with only armor clothing or a cheap armor vest a person with body 2 will probably never take damage from any holdout pistol without tons of staging up by a person with pistols skill 12.
Things only get worse when you consider a few other weapons. For instance, cyber fangs and horns. While they at least do strenth +1 (L) rather than the knife's pathetic damage, they have a -1 reach that makes the odds of success nastily low compared to good only reliable Mr. Fist. Of course the fact that you could buy several assault rifles for the price of a cyberfang or horn (not to mention essence cost) only makes things even more absurd.
Worst of all is the adept power missile mastery. Goody, you can toss credsticks and do half strength(L) damage. If the GM is kind enough to let you be near them at a critical time. Armor defends against it normally, it's so unlikely that you could ever do damage with missile mastery that I have never seen an adept take it. While it's theoretically useful when combined with Shuriken, they are basically a knife with a range lower than a holdout pistol.
Perhaps it's just my inexperience but does anybody ever use these items/powers? If so how can they be successful with such gear?
Light Pistols are useless. Holdouts are far from. A Needler is a great thing for fancy parties. Obviously they're useless against anyone using armor, but if you're in a situation where you need to carry them, anyone using armor is going to eat you anyway. The problem with Light Pistols is that they aren't more concealable than Heavy Pistols most of the time.
~J
Edit: and the "average Joe" wears at most 1 Impact, 2 if they can afford real leather instead of synthleather. 0 Ballistic.
Yep, get yourself some shock gloves, or sap gloves, or something like that. It's quite easy to claim that your shock gloves are a 'self defense item'. Combine with a small can of pepper spray and you are ready for that classy party.
Harliner combat gloves give you +1 damage anyways.
Missle mastery is useful because it gives a bonus (that I don't remember) to other thrown weapons.
+2 Power.
Missile Mastery works best for an NPC wageslave that the players run into.
"...Why does he have an entire can of letter openers?"
~J
Knives are good for intimidation. Suppose you're in a fight with someone who's unwilling to kill (hey, it could happen). It takes a LOT longer to heal a knife wound than a fist wound.
This is the main reason why people threaten with knives nowadays - because the threat of long-term injury.
| QUOTE (Moonstone Spider) |
| The guy with a knife will do a light physical wound. |
Moonstone Spider, here's my take on the lower-powered equipment:
The books give GMs the opportunity to run opposition that is more skilled or less skilled than the player characters, and either better equipped or worse equipped than the player characters. Without rules for knives and light pistols we wouldn't be able to make gangs! And besides, the characters are sometimes so drek-out-of-luck that there's nothing else to use.
Often my magician has carried a Light Pistol in an external quick-draw holster (cowboy style) when the team goes to the barrens. With such a weapon, no one ever targets me first.
And did I tell you about the time my Samurai faced a dragon with just a Heavy Pistol, and lived because of it?
The stun damage from a punch is easier to get over than the physical damage of a knife. Also, against someone with no armor, a knife weilded by somoene with significant speed and/or strength can be rather bad on a person's lifespan.
Really, any weapon doing Light damage isn't meant to be used in "Munchkin Kombat"; they are, more or less, to take out the average slot, who shouldn't be sporting amored clothing and a lined coat, with a sustained Armor (6) spell. They were mostly made to cap that leather-clad punk who thinks he's Bruce Lee or some crap.
It's pretty much like the difference between a knife and a sword: if you need an edge for general purpose use, you take a knife; if you need to push sharp things through soft things that will scream and bleed, take a sword. If you are running security at an office or similar setting, you take a light pistol; if you are on guard duty at a corp facility that expects runners any day now, you carry a heavy pistol, SMG, or an assault rifle.
And Missile Mastery is hardly useless. What other power in the world lets you walk completely unarmed into a facility, grab a bunch of random crap, and start calling ranged damage out of the blue? Heck, link it with some Boosted Strength, Increased Reflexes, and Improved Throwing Weapons, and you can be a nasty little monkey...
And you can slit someone's throat with a knife, saving that precious 2 nuyen on the bullet.
Unless they're a Troll or have some form of Dermals. Or Orthoskin. Or... Scales?
| QUOTE (FlakJacket) |
| Which is why the guy throws away the crappy knife he's using and gets something like a Fineblade that does (Strength) M damage instead. He then dikotes the thing to make it do even more damage. |
Nothing says that. It's a not-uncommon houserule as the difference between a regular knife and a Fineblade looks suspiciously like a layer of Dikote, but by canon you can stick a layer on and have your own pocket katana minus reach bonus.
~J
Then again, if NPC's and PC's are actually reacting to the item itself rather than its game stats (which don't exist to them), pulling a knife in a fistfight is a major escalation which should give the opponent pause.
Indeed. You can't knock someone out with a knife.
~J
As a paranthesis;
On the topic of light pistols, everything with gunpowder in it should do M damage IMHO. L is the realm of pellet rifles and airguns. I mean, just watch Lock Stock & 2 Smoking Barrels.
"Aaah! Shit! I been shot!"
One success is just barely hitting. A glancing blow, a shot that was almost a miss. By that standard, it's reasonable in my mind to take L damage.
Plus remember that L damage is damage significant to make a routine task (TN 4, 1/2 chance of succeeding on a single die) significantly harder (TN 5, 1/3 chance, odds reduction of 1/6). Light isn't minor.
~J
Apparently Dogsoup's never fired a .22 : P
A lot of the weapons are also there to keep players from saying 'what if' and feeling like the rules won't let them do what they want. Weapons also do have a roleplaying purpose. My gangers all have knives because its what gangers have, and I'd like to know how much weapon they do : P My decker (overweight and greasy faced) has cyber fangs, just because he's uber geek and I know that's something I think would be pretty neat. It doesn't ALWAYS have to be about killing people, you know.
there's a lot of things about SR that could use a facelift, but weapon damage values are one of the worst. forget about armor--it's next to impossible to kill an unarmored person with one or two shots from a light pistol. and trying to kill someone with a knife is like trying to dig a grave with a teaspoon--in both cases, you'd be better off just using your hands. pistols--any pistol--should have a minimum damage level of M. knives as well, to be honest.
You have to realize even with knifes a LOT of damage can be done. with 1 ambidextrious person using 2 at once with a 6 skill you get 9 die...With a called shot, that isn't bad, odds are good you get a few successes to the neck, and that works well.
Indeed. All you need is an 8-point edge and you can try to roll a 12 while your opponent rolls against 4 with his dice. Given relatively equal skill I'd say you're totally screwed with your two knives against an opponent with 1 fist.
I think the easiest way to tone things down would be to reduce an unarmed melee attack to str(L) stun myself. It's not unreasonable to expect a serious pounding on an opponent before he is knocked unconcious.
| QUOTE |
| A lot of the weapons are also there to keep players from saying 'what if' and feeling like the rules won't let them do what they want. Weapons also do have a roleplaying purpose. My gangers all have knives because its what gangers have, and I'd like to know how much weapon they do : P My decker (overweight and greasy faced) has cyber fangs, just because he's uber geek and I know that's something I think would be pretty neat. It doesn't ALWAYS have to be about killing people, you know. |
| QUOTE (Moonstone Spider @ Nov 22 2003, 12:22 PM) |
| Indeed. All you need is an 8-point edge and you can try to roll a 12 while your opponent rolls against 4 with his dice. Given relatively equal skill I'd say you're totally screwed with your two knives against an opponent with 1 fist. |
hmm, start at L, add 2 successes and your at M, add 2 more and your at S, 2 more and your on D. 6 successes, and that in my book isnt hard if your in close range with the right gear (maybe smartlink, maybe something else). sure with a heavy you need 2 less. oh and i think its the heavys that are to easy to hide, not the lights that are to hard...
I think mfb's point is worth talking about, though. For average unarmored people, it takes a whole lot of effort to stab someone to death with a knife.
I think knife would win over unarmed due to this (Note: this is only if it's going to death and not knocked-out):
Say knife only does L, so it takes six net successes to do D damage. Unarmed strike does M Stun, so it takes 4 to get it to D Stun, and another 8 to get it to D physical. Obviously if you're just looking to knock the guy out, if it's all even, one-on-one fight (even excepting the knife), the guy who's going unarmed has a better chance of winning.
Not to mention that some knives do (Str - *)L, and unarmed does straight (Str)M (or (Str + *)M if you have bone lacing).
Edit: Oh, and Light Pistols are not useless. Some of them look pretty.
Note that Damage doesn't matter whatsoever in Melee Combat. You never really get a "free hit" on an opponent; your opponent always gets to make a Counterattack against you when you try to strike him. If all other things are equal save for the amount of dice you're throwing (two knives versus an unarmed opponent), the knife weilder is going to be the only one dishing our damage on average. Even if the unarmed opponent has so many mods, implants, or power that his Damage Code is 100D Physical, it doesn't matter. It's all about the dice (and target numbers).
Well, there are times where a Counterattack isn't allowed, but we're talking a straight-on dual for these purposes.
Most of my characters carry a knife for non-combat reasons: to cut restraints, jam a door open or shut, or get a cheap trauma patch.
Mmm... Survival Knife... Wasn't there a discussion on how to slowly generate lots of money from that? (Yes, I remember how, does anybody else?)
I remember : ) But I'm the last guy to ask what the whole deal was in the first place.
| QUOTE (tanka @ Nov 22 2003, 01:08 PM) |
| Mmm... Survival Knife... Wasn't there a discussion on how to slowly generate lots of money from that? (Yes, I remember how, does anybody else?) |
Enter the Connected edge, allowing him to sell the trauma patches at normal street price.
Now we're cookin' with gas!
The part I love about the SR combat system is just how inept the average person is, in game terms. If you've got two guys standing feet from each other, not moving, they're going to take forever to kill each other, even with heavy pistols. Three dice (average quickness) at TN 8 (default modifier), they're going to miss most of the time. Not even dodging, or using cover, just standing there and trading shots. When they do hit, it'll be a moderate wound, so you have to shoot the other guy 4 times to drop him. Unfortunately, they also have combat pool, and with such a low intitiative (only 1 pass per round) and such a low incidence of successful attack, they will be able to dodge each other. 4 dice at TN 4 to dodge a single attack success is pretty good odds. It's entirely possible that these guys could run through 5 or 10 clips each, just blazing away at point blank range, without hurting each other at all.
| QUOTE (Wish) |
| The part I love about the SR combat system is just how inept the average person is, in game terms. If you've got two guys standing feet from each other, not moving, they're going to take forever to kill each other, even with heavy pistols. Three dice (average quickness) at TN 8 (default modifier), they're going to miss most of the time. Not even dodging, or using cover, just standing there and trading shots. When they do hit, it'll be a moderate wound, so you have to shoot the other guy 4 times to drop him. Unfortunately, they also have combat pool, and with such a low intitiative (only 1 pass per round) and such a low incidence of successful attack, they will be able to dodge each other. 4 dice at TN 4 to dodge a single attack success is pretty good odds. It's entirely possible that these guys could run through 5 or 10 clips each, just blazing away at point blank range, without hurting each other at all. |
There have been many cases where over short distances lots of rounds are spent without hitting a target. I can think of 2 cases offhane here where around 40 were spent at less than 10 yards without hitting, and 129 rounds spent at 20 or so yards hitting the person once in the leg.
These untrained individuals also don't have the sense to Take Aim for a few rounds while their opponent is busy emptying his clip at the air and reloading every so often. Eventually, they align so well that the shot goes straight for the head and takes them down in no time.
This is, of course, assuming the other guy doesn't get really lucky.
Ah, but untrained characters can't take aim. The number of take aim actions allowed is half the skill being used, which, when defaulting, is 0. Poor untrained, unaiming people.
However, the skill system makes sense. A person with minimal training (Pistols 1) shooting at a close target with no other adverse conditions (TN 4) will hit the target 50% of the time, miss 33% of the time, and 12% of the time the gun will explode in his hands. Wait ...... that last part is a little on the unrealistic side. So goes the rule of one when rolling one die.
And then the use of their singular karma pool to avoid that "Oops!"
Then they sleep and try again the next day.
| QUOTE |
| For average unarmored people, it takes a whole lot of effort to stab someone to death with a knife. |
| QUOTE |
| Wait ...... that last part is a little on the unrealistic side. |
| QUOTE (TheScamp) | ||
It kind of does in real life, too. |
| QUOTE (mfb) |
| there's a lot of things about SR that could use a facelift, but weapon damage values are one of the worst. forget about armor--it's next to impossible to kill an unarmored person with one or two shots from a light pistol. and trying to kill someone with a knife is like trying to dig a grave with a teaspoon--in both cases, you'd be better off just using your hands. pistols--any pistol--should have a minimum damage level of M. knives as well, to be honest. |
Wish:
You forgot that -1TN for "target not moving". A TN of 7 equals 6, so without aim you got, dunno, 50% of scoring a hit using three dice.
| QUOTE (Mongoose) | ||
[QUOTE]it's next to impossible to kill an unarmored person with one or two shots from a light pistol. and trying to kill someone with a knife is like trying to dig a grave with a teaspoon-[CODE] Most people shot once or twice with low caliber weapons do live, and most knofe fatalaities involve many, many stab wounds. How many holes were in Caesrs corpse> If killing somebody with a knife was easy, it only would have taken 2 guys, not a half dozen... |
Not the point, Seige. Quit being facetious.
| QUOTE (tanka) |
| Not the point, Seige. Quit being facetious. |
| QUOTE |
| It should be easier than beating someone to death with your fists, though. |
But not really. I'd need 7 hits with my fists at base damage, but 10 with the knife.
Plus once the knife guy is out cold, you can just cut his throat. Simple.
My 2 ![]()
First, I really don't mind if gear that does nonlethal damage is "superior" to equivalent lethal gear. Given your average gamer's mindset, they'll always chose to do the "most lethal" form of damage possible, and encouraging nonlethal combat means less lethal combat. This is a good thing from both the players perspective and the GM's, as it means that a run of bad luck or tactical mistake is less likely to totally mess things up.
Second, while a trained kinfe fighter IRL can probably beat an unarmed fighter of equal skill, that relies on things like blood loss and proper pressure points that don't apply in Shadowrun. I'd wager that a kamikaze unarmed fighter who didn't mind bleeding out afterwards could probably knock out the knife fighter, since most "lethal" damage gets far more mileage out of blood loss and shock than it does from structural damage. Trained fighters (read:shadowrunners and most people they get into serious fights with) will probably be less prone to pain and shock, and function well in the moment after taking a stab or a bullet.
(That said, one of the major deterrant factors of lethal damage in-game is how long it sticks around. If you rack up anything past a light wound, you're going to be out of comission for a while healing it up. The other drawbacks to lethal damage, blood loss and infection, are abstracted out for ease of play and hopefully dealt with via 2060's era medical technology.)
And finally, as others have said, it's fine if there's some sub-par gear out there. Game balance isn't hurt by low-end blips, and cash-strapped or nonprofessional foes should have poor equipment to reflect that. Sure, some rebalancing should be done (such as the survival knife<>trauma patch issue and the fetish some writers have had for heavy pistols), but if all gear were balanced, you'd have a hard time convincing me how those troll gangers got anything as good as cougar fineblades and ruger thunderbolts.
| QUOTE (Doctor Funkenstein @ Nov 22 2003, 01:36 PM) | ||
What are you talking about? With Ambidexterity 3 (a 6-point edge), you get to add +50% of your base skill dice to your Skill Test in melee combat when weilding two weapons. If you have this edge, two knives, and an Edged Weapons 4 (Knives 6) skill. you're rolling 9 dice with absolutely no other modifiers applied. Against someone using Unarmed Skill 6, you're going to win most of the time, all other factors being identical between combatants. Even with the Called Shot modifier (which I wouldn't bother with, personally), the TN would only be an 8 vs. your opponent who has a TN of 4. TN penalties are something you always want to avoid in melee combat, though, so making a Called Shot (even if using a lame house rule that lets you bypass armor) is pretty foolish unless you have absolutely no other result. Sure, it may take a few phases of combat to kill your opponent with a pair of knives, but you're statistically way ahead of him. And with each blow, you're probably going to give him a Light or Moderate wound... which increases his TN on the next phase while yours remains unchanged. ...and as for thrown weapons being weak? Please. Give me a dikoted tomahawk [(STR+1)S damage] any day. What's even better is you can still use them in hand-to-hand combat, too. Paired. Such a sweeeeeeeeet weapon they are. |
No, that's with firearms. With melee weapons, Ambidexterity 3 is all you need; you don't get a +2/+2 penalty when using two melee weapons, unlike firearms. Technically you don't even need to get Ambidexterity 3. Off-Hand Edged Weapons 4 (Knives 6) (5 Skill Points) does the same thing for these purposes.
As for the Aptitude, you also realize that the rules intend/suggest that Aptitude not be taken for combat skills. But now you're just going into "what ifs." I did specifically state "if all other things are equal." We could go on and on debating "what ifs," introducing more and more modifiers, maneuvers, and techniques until the cows come home.
Cows?
The whole thing is a matter of timing, and skill.
I see a knife as a weapon of convienence; most armed services spend more time teaching you how to shoot small arms in various situations than they do in how to use a knife with the same proficiency. Even in ancient/medieval times, you trained with larger weapons as the primary weapon; knives were just something you took for a tool for various jobs (including slitting throats, or stabbing someone unconscious under their armor).
There is also another consideration. If the person using a knife is faster (i.e., rolls a higher Initiative) than the other guy using bare fists, it's possible that the knife-guy can inflict more stab wounds faster than the other guy. Since he's damaging the other guy first, he also inflicts TN penalties, which make it easier to not be hit, and so forth and so on.
Honestly, quick guys with a knife CAN do much better; they can send a flurry of slashes and stabs that just slice some poor sucker up. If my opponent was slower than me, regardless of other considerations, yeah, I'd take a knife instead of going barefisted, assuming I intended to do lethal harm.
Err, Initiative doesn't really matter all that much in melee combat (sadly). No matter how high your Initiative is, no matter how quickly and efficiently you can move in a stressful situation, your opponent *always* gets as many counterattacks against you as you get attacks against him.
Wait... I'm still confused about the cow thing here...
They have medication for that.
Yay!
| QUOTE (Doctor Funkenstein) |
| No, that's with firearms. With melee weapons, Ambidexterity 3 is all you need; you don't get a +2/+2 penalty when using two melee weapons, unlike firearms. Technically you don't even need to get Ambidexterity 3. Off-Hand Edged Weapons 4 (Knives 6) (5 Skill Points) does the same thing for these purposes. As for the Aptitude, you also realize that the rules intend/suggest that Aptitude not be taken for combat skills. But now you're just going into "what ifs." I did specifically state "if all other things are equal." We could go on and on debating "what ifs," introducing more and more modifiers, maneuvers, and techniques until the cows come home. |
There is no "clearly inferior" weapon, here. It's all dependant on who can get more successes to take the other guy down. A knife might start at L, but you can dikote to make it M. You can't dikote your fist. ![]()
OK, OK, cyberarms don't count.
Yes, please do remind me who pulled out the edges first. I'll give you a hint, it wasn't me (it was Dende and yourself). Here's a quick refresher's course...
Moonstone Spider:
| QUOTE |
| Indeed. All you need is an 8-point edge and you can try to roll a 12 while your opponent rolls against 4 with his dice. Given relatively equal skill I'd say you're totally screwed with your two knives against an opponent with 1 fist. |
Cows and medication? Wow. Sounds like a weekend to me...
| QUOTE (Doctor Funkenstein @ Nov 22 2003, 10:28 PM) | ||
| Yes, please do remind me who pulled out the edges first. I'll give you a hint, it wasn't me (it was Dende and yourself). Here's a quick refresher's course... Moonstone Spider:
First, you were wrong on the cost of the edge as well as the target number, both of which I simply proceeded to correct. You certainly didn't seem concerned about the Fisticuff Fellow having an Aptitude or anything else there, so why now beyond the fact that your attempt to disprove Dende's claim has fallen apart? Not trying to be rude or anything (honestly). My point is simple. If some the Knifely Knave with Off-Hand Edged (Knives) 4(6) or Edged (Knives) 6/Ambidexterity 3 takes on the Fisticuff Fellow who only has Brawling 6, the odds are all in the Knave's corner. Assume the Knave is a runner and the Fellow is a ganger or the like if it makes you feel better about the disparity in Priorities/Build Points. |
If we compare a basic knife fighter with the standard knife (which is essentially the Streetline Special of edged weapons) to someone equally skilled in fisticuffs, the fist fighter will most likely win. Both have the same chance of success, and the short-term wound penalties are the same for stun and physical damage. Therefore, the fist fighter will win the battle of attrition with a higher base damage code.
However, when you are building a runner, the ambidexterity and off-hand skill options provide a devastating advantage. Unarmed combat already assumes that you are using both hands. With 50% more dice, the edged weapons specialist wins hands down - it all comes down to dice. The only way a fist fighter can combat this is to get two shock gloves, so that he or she can take advantage of the same two-weapon rules. But even though you use your unarmed combat skill for shock gloves, I wouldn't consider someone using them to really be "unarmed".
Especially considering how broken Shock Gloves are. Few other weapons (such as Capsule Rounds) do "double damage" with each attack.
It's not that the weapons are useless per se, but the rule system doesn't cover them particularly well.
Example: I cut a target's throat. I inflict (Str)L damage. I therefore have to saw through the target's neck repeatedly before the target dies.
Example 2: I put a Colt Manhunter to my head and pull the trigger. I take a 9M. I say "Ouch!" and pull the trigger again.
Suicide must be a bitch if you only have a skill of 1 or 2.
-Siege
My GMs and I have houseruled the obvious things out, like cutting throats and shooting yourself in the head. That's insta-kill, no Hand of God, no Body roll, just dead. Unless it's a Troll whose throat you're cutting. Good luck sawing through the Dermal.
| QUOTE |
| Example 2: I put a Colt Manhunter to my head and pull the trigger. I take a 9M. I say "Ouch!" and pull the trigger again. |
Ya know, I never thought to use a laser sight in my misguided suicide attempt. ![]()
Although if you have to take two rounds with a shotgun...ouch.
-Siege
Just use a Franchi or other shotgun with Burst Fire. That'll crank it up to D.
Of course you'll still lay there for a bit if you have a decent Willpower and a bit of "luck" on your hands, lingering until Overflow finishes you off.
Don't forget, you're also doing a called shot with a target standing still (-1 modifier). So with a laser sight or SL, you're at a 2. You're not going to augment your resist rolls with combat pool. I wonder if you could voluntarily forgo your body roll... you could use karma to reroll success though : P. You could kill yourself with two shots with a Manhunter, probably less if you throw in your combat pool. As for those light pistols...
How about a house rule that gives you +1 reach for each initiative pass you have when in melee combat? That would give fast guys a bonus in melee.
whaaaaaaa?? and how would you explain that house rule away? i've been fighting for 3 seconds so my arms got longer! whee!
after less than 3 seconds of combat a wired troll could reach 3 meters away and bitch-slap the guy with the pistol? that was just ... silly
You could call it Mobility, I guess. The character with more Initiative Passes is better at strategically moving his body and anticipating his opponent's moves (instead of being faster, they're just able to accomplish more), thereby providing a bonus similar to Reach?
I dunno. Just a thought.
Not add +1 reach each pass, 1+ for each pass you have that round. Equally fast people would cancel out each others reach, while a fast person could maneuver closer to attack and farther away to dodge. Reach is not a good word perhaps, Mobility sounds better, but having a single name and bonus for it would be much easier. This would also mean that having a big weapon would prevent the fast guy from dodging as easilly.
Of course, everyone discounts the ability of the brawler here to just disarm the knife guy. Pretty easy, overall, given the rules in CC. I do think that lowering Stun damage from punches to L might be an interesting idea... but then those fascinatingly cinematic images of downing an opponent with a single punch wouldn't work at all.
heh, that can still be done. only takes 2 more succeses then before
Yet another reason why I don't like the mechanical balance fix of the 3rd edition initiative system.
A faster, higher initiative person could (theoretically) wear out someone's combat pool with repeated attacks.
Just a rant on my part.
-Siege
think of it like running out of tricks and being guided into a corner ![]()
basicly the same deal with the fight in matrix down in the subway, both are burning combat pool to try and outmove the other.
I don't like the fact that the mace in the cannon companion has a higher availiability than the mono sword...
Have you ever tried to find a mace in the real world? How about a sword?
Sure, it's mono, but nobody likes maces. They're big and clunky. Swords are cool. Ask all the movies.
http://www.kill-bill.com/images/gallery/gogoyubari_03.jpg would probably disagree (even if she was using more of a Flail/Whip than a Mace).
Mmm... http://www.kill-bill.com/images/gallery/gogoyubari_01.jpg. <Homer drool>
If you want to get technical...
| QUOTE (MitS @ p134) |
| Assume a character can inflict any desired level of Physical damage on himself. |
*stab* Hate. *stab* That. *stab* Movie! *stab*
Oh, and, by all terms and technicalities, that really has no subclass, so I just call it a "ball and chain," which is almost its own subclass, but not really.
| QUOTE (TinkerGnome) | ||
If you want to get technical...
|
Slightly off topic, but how in the hell would you handle an accidently shooting?
Can Little Elfy play with Daddy Elfy's Predator all day without worrying about shooting himself? If he does shoot himself does the GM default to Little Elfy's quickness and roll his own stats against him? If Little Elfy gets a success does he take 9M damage?
Could our brawler go full defense-Zoning, claim super postion if he takes no damage (the manouver was successful) Then lamp the knave from a blindside?
| QUOTE (tanka) |
| Oh, and, by all terms and technicalities, that really has no subclass, so I just call it a "ball and chain," which is almost its own subclass, but not really. |
| QUOTE (Dr Komuso) |
| Slightly off topic, but how in the hell would you handle an accidently shooting? Can Little Elfy play with Daddy Elfy's Predator all day without worrying about shooting himself? If he does shoot himself does the GM default to Little Elfy's quickness and roll his own stats against him? If Little Elfy gets a success does he take 9M damage? |
Indeed. Y'know, that person called the GM is there for a reason...
On a side note, we have a lot of doctors about the place.
~J
| QUOTE (Dr Komuso) |
| Slightly off topic, but how in the hell would you handle an accidently shooting? Can Little Elfy play with Daddy Elfy's Predator all day without worrying about shooting himself? If he does shoot himself does the GM default to Little Elfy's quickness and roll his own stats against him? If Little Elfy gets a success does he take 9M damage? |
like someone above hinted about, if its not coverd by the rules let the GM handle it (with a bit of logic and whats good for the current game).
to littile rules may be a problem but to many rules is alls oa problem as then you risk geting contradictions. and there is allways the rules lawyer...
basicly if a person put a gun to someones head then the person would be either dead or have some insane reflexes. no need to check damage at all.
if we had the kind of ingame reality that this thread is allmost begging for then we would be calculating physics for every bullet fired...
Believe it or not, I am firmly in the "logical house rule" camp.
I'm just pointing out the insanity of people who would justify standing at ground zero and say, "Well, I'm not dead...only at Deadly."
-Siege
| QUOTE (Moonstone Spider) |
| I'm trying to figure out why anybody would use some of the lower-end shadowrun equipment. Take knives. Say two people with roughly equal stats and skills go at it, one with a knife and one with bare hands. The guy with bare hands will do a moderate stun wound. The guy with a knife will do a light physical wound. All other things being equal, the guy with the knife is screwed. The fist man only needs 4 successful melee attacks (Assuming he never manages to stage up/down) while the knife guy needs to land 10 to win. Armor works against each equally. While the fist man will only knock his opponent unconcious, 9 times out of 10 on a shadowrun that's good enough, and on the 10th you can take the knife from his unconcious body and cut his throat anyway. And since the fist does damage faster, the knife guy will lose initiative and gain + to TNs faster, making his chances of success even lower than they look. On top of that the fist can't be taken away (well, most of the time), doesn't set off alarms, and won't attract Lonestar's attention. Overall, a knife is a totally useless item. Even on the boards people joke at how silly light pistols are. Given how much armor even average joe wears, a light pistol is useless. If that's the case, how the heck can you expect to ever use a holdout pistol? 4L damage = 0 damage against anything other than no armor at all, even with only armor clothing or a cheap armor vest a person with body 2 will probably never take damage from any holdout pistol without tons of staging up by a person with pistols skill 12. Things only get worse when you consider a few other weapons. For instance, cyber fangs and horns. While they at least do strenth +1 (L) rather than the knife's pathetic damage, they have a -1 reach that makes the odds of success nastily low compared to good only reliable Mr. Fist. Of course the fact that you could buy several assault rifles for the price of a cyberfang or horn (not to mention essence cost) only makes things even more absurd. Worst of all is the adept power missile mastery. Goody, you can toss credsticks and do half strength(L) damage. If the GM is kind enough to let you be near them at a critical time. Armor defends against it normally, it's so unlikely that you could ever do damage with missile mastery that I have never seen an adept take it. While it's theoretically useful when combined with Shuriken, they are basically a knife with a range lower than a holdout pistol. Perhaps it's just my inexperience but does anybody ever use these items/powers? If so how can they be successful with such gear? |
| QUOTE |
Take knives. Say two people with roughly equal stats and skills go at it, one with a knife and one with bare hands. The guy with bare hands will do a moderate stun wound. The guy with a knife will do a light physical wound. All other things being equal, the guy with the knife is screwed. The fist man only needs 4 successful melee attacks (Assuming he never manages to stage up/down) while the knife guy needs to land 10 to win. Armor works against each equally. While the fist man will only knock his opponent unconcious, 9 times out of 10 on a shadowrun that's good enough, and on the 10th you can take the knife from his unconcious body and cut his throat anyway. And since the fist does damage faster, the knife guy will lose initiative and gain + to TNs faster, making his chances of success even lower than they look. On top of that the fist can't be taken away (well, most of the time), doesn't set off alarms, and won't attract Lonestar's attention. Overall, a knife is a totally useless item. |
| QUOTE |
Even on the boards people joke at how silly light pistols are. Given how much armor even average joe wears, a light pistol is useless. If that's the case, how the heck can you expect to ever use a holdout pistol? 4L damage = 0 damage against anything other than no armor at all, even with only armor clothing or a cheap armor vest a person with body 2 will probably never take damage from any holdout pistol without tons of staging up by a person with pistols skill 12. |
| QUOTE |
Things only get worse when you consider a few other weapons. For instance, cyber fangs and horns. While they at least do strenth +1 (L) rather than the knife's pathetic damage, they have a -1 reach that makes the odds of success nastily low compared to good only reliable Mr. Fist. Of course the fact that you could buy several assault rifles for the price of a cyberfang or horn (not to mention essence cost) only makes things even more absurd. |
| QUOTE |
Worst of all is the adept power missile mastery. Goody, you can toss credsticks and do half strength(L) damage. If the GM is kind enough to let you be near them at a critical time. Armor defends against it normally, it's so unlikely that you could ever do damage with missile mastery that I have never seen an adept take it. While it's theoretically useful when combined with Shuriken, they are basically a knife with a range lower than a holdout pistol. |
Regarding children playing with guns...
A lot of kids (and adults) playing with guns really do give themselves about a Moderate wound -- they shoot themselves in the foot or hand. I know a few cases of this among my friends. The only case I know of where a kid was playing with daddy's gun and inflicted a fatal wound on himself was with a shotgun. The SR rules actually reflect this -- 10S base damage, staged up with shot to 10D against an unarmed target.
Based on this admittedly casual experience, I bet there are a lot less cases of accidental self-inflicted death by .38 or 9 mm than 12-gauge.
--K
Edit for grammar: geez, is English my native tongue after all?
Edit again: http://www.health.state.ok.us/program/injury/violence/firearmv.html. Interesting data -- for every firearms death, it is estimated that there are 5 to 7 firearms injuries. That means that when a firearm hits someone, it only has a 12% to 16% chance of killing them on average. Since almost two-thirds of firearms deaths are suicides, and presumably suicide-attempt death-rates are higher than homicide-attempt death-rates, it means that the death rates for homicide-attempts and firearms-accidents are even lower. It is indeed rare to die of an accidental firearm discharge, even if it hits you.
Troll adepts are very, very unpleasant with Missile Mastery. 8L damage ain't nothing to laugh at, and that's before we start getting into actual missile weapons.
~J
Add dikote, of course!
9M from a bent paper clip is awfully fun stuff.
Dikoted paperclips... gods that's a scary idea.
Dikoting your credstick, though, isn't the most massively off-the-wall idea. Screwy, yes, but cash-in-your-mattress screwy, not cash-hidden-in-living-bunnies screwy.
~J
Dikoting is really only useful on edged weapons. It doesn't increase the Damage Level for any other types of weapons, and I don't think a bent paper-clip would count as an edged weapon.
And how do you propose dikoting your credit card? The heat would destroy it before the dikoe even had a chance to touch it.
Is there a canon statement that credsticks must be plastic? I would assume it would be a trivial matter to get a metal-cased credstick, and if you've got the money to throw away on dikote, you can certainly get it coated before they stick the electronics in.
As for a bent paperclip, his use of it as an edged weapon is debateable. Still 9L if non-edged.
~J
| QUOTE (Kagetenshi) |
| Indeed. Y'know, that person called the GM is there for a reason... On a side note, we have a lot of doctors about the place. ~J |
Whether or not you choose to allow something like that (which would be about as practical as carrying around a metal credit card today), credsticks aren't Edged Weapons either. They're four-inch long cylindrical(sp?) tubes according to the Sprawl Survival Guide.
| QUOTE (Kagetenshi) |
| Dikoting your credstick, though, isn't the most massively off-the-wall idea. Screwy, yes, but cash-in-your-mattress screwy, not cash-hidden-in-living-bunnies screwy. |
| QUOTE (Doctor Funkenstein) |
| Dikoting is really only useful on edged weapons. It doesn't increase the Damage Level for any other types of weapons, and I don't think a bent paper-clip would count as an edged weapon. And how do you propose dikoting your credit card? The heat would destroy it before the dikoe even had a chance to touch it. |
| QUOTE (Kagetenshi) |
| Screwy, yes, but cash-in-your-mattress screwy, not cash-hidden-in-living-bunnies screwy. |
| QUOTE (Doctor Funkenstein) |
| Dikoting is really only useful on edged weapons. It doesn't increase the Damage Level for any other types of weapons, and I don't think a bent paper-clip would count as an edged weapon. |
A mace has sharp spikey points, too, but it's still a Club. Just because a weapon has something you might call an edge doesn't make it an Edged Weapon.
What sort of weapon is it, then?
Hint: Stab yourself hard in the hand with a paper clip a few times to help you make your determination.
| QUOTE (Zazen) |
| What sort of weapon is it, then? Hint: Stab yourself hard in the hand with a paper clip a few times to help you make your determination. |
Well, apparently the velocity of a falling bullet that has just been fired from a gun isn't enough to kill somebody.
Does that make it a useless weapon?
(Article I based this randomness on http://www.cnn.com/2003/US/South/11/24/klan.initiation.ap/index.html.)
Isn't enough? It went right through the guys skull!
Didn't kill him. Just did some serious damage.
| QUOTE (CNN Source) |
| ...critically injuring him, authorities said. |
I would also point out that knives are highly concealable melee weapons.
The str+2L survival knife in the main book has 6 concealability.
Also they make cheap weapon foci because they have no reach.
Together these attributes make them quite effective against spirits.
Finally they are not nearly the bullet magnet that a sword is ![]()
Concealability is also the greatest part of missile mastery. An adept with missile mastery and high strength naked in an office building is surrounded by fairly effective ranged weapons.
Exactly why pencils should be banned in school. You're never far from a weapon if you know what to do.
As for the suicide thing, we have a simple house rule for that one. The Point Blank Rule. Basically, firing a gun at someone at a range of under one meter has a TN of 2, with mods at the GM's discretion, usually none. So even if you're defaulting, shooting yourself in the head is already 9S, and so long as you get a pair of twos, you're at D, and rolling 9s on Body is unlikely.
Though that still means that a big slow guy will probably be unable to properly shoot himself in the head... though that could be explained as a lack of mobility preventing him from aiming properly...
hehe too many muscles or fat to raise the arms above the head to put the pistol to the temple, gonna have to use a shotgun so you don't have to put your hands above shoulder level
It happens sometimes in gun suicides that people flinch as they pull the trigger -- or they yank the trigger when they fire and jerk the barrel partially off-line. Though all good firearms experts are trained to gently squeeze the trigger, people about to commit suicide are frequently in an emotional state, possibly shaking with fear (or rage or frustration), and frequently drunk. Hence the 17% survival rate of gun-based suicide attempts.
Sadly, few people completely miss, so the survival cases are usually missing part of their face.
--K
| QUOTE (Austere Emancipator) | ||
With a skill of 1, you might even go through a mag of Heavy Pistol ammo without managing to kill yourself. TN 4 - 1 (Static target) + 4 (Called shot) = 7, Take Aim not possible and you need 2 hits. With a shotgun, a laser sight and decent skill it's manageable. |
| QUOTE (Siege) |
| It's not that the weapons are useless per se, but the rule system doesn't cover them particularly well. Example: I cut a target's throat. I inflict (Str)L damage. I therefore have to saw through the target's neck repeatedly before the target dies. Example 2: I put a Colt Manhunter to my head and pull the trigger. I take a 9M. I say "Ouch!" and pull the trigger again. Suicide must be a bitch if you only have a skill of 1 or 2. -Siege |
I... think that some things are called off of obvious results.
Such as when a person shoves a butter knife into your eye and through your brain. Obviously at such time the butter knife will have results far superior to that of a (STR-2)L. Even with a skill of Edged Weapons 1.
| QUOTE (Rev) |
| I would also point out that knives are highly concealable melee weapons. The str+2L survival knife in the main book has 6 concealability. Also they make cheap weapon foci because they have no reach. Together these attributes make them quite effective against spirits. Finally they are not nearly the bullet magnet that a sword is Concealability is also the greatest part of missile mastery. An adept with missile mastery and high strength naked in an office building is surrounded by fairly effective ranged weapons. |
Of course you can.
| QUOTE (Doctor Funkenstein) |
| Of course you can. |
If you create the spell, you sure can.
And the last question I have is...Can you smartlink a crossbow?
There's no reason why not, since you can SmartLink a normal bow.
What do you think about a blowgun, then?
Yet another example of the need for a [not in my game] smiley.
Me either, I was just curious about where you draw the line with projectile weapons. I played in a game that had one and I thought it was pretty dumb.
| QUOTE (Fortune @ Nov 25 2003, 09:43 PM) |
| Yet another example of the need for a [not in my game] smiley. |
IIRC, there are specific rules for how SmartLinks interact with Grenade Launchers.
They're called GrenadeLinks, and they allw you to time airbursts perfectly as opposed to worrying about impact detonation. They are rather sweet.
I thought Grenade Links just allowed you to fire an underbarrel grenade launcher and the weapon it's mounted on at the same time...Ah well. Mainly I was referring to whether you'd get a better target number with the launch. And if Smartlink II-ing a grenade launcher would be practical. I think it'd be hard to make a headshot with a grenade launcher...
Edit: Never mind. A friend explained what the grenade link does.
man, i wish. none of my characters would do anything in combat ever again, except simultaneously lay down suppressive fire and launch grenades.
How about this little useless toy then.
Bracer
Avail: 12
Cost: 1200
Damage: 6L
Ammo: 1
TN modifier: +1
Conceal: 7
The rules say No accessories. Does that include a SL that doesn't even take a mount? You have a base TN of 5+ and you can fire 1 round. I'd rather take the Puzzler with a SL2 and Hi-C rounds instead of the above toy.
So, does people ignore it when it goes through the MAD scanner and need a visual inspection with a TN of 7+ to see what it really is?
EDIT: I forgot, the damn thing needs a SEPARATE skill to use as well.
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