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#201
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 ![]() |
Or you want to change how you do skill dp's.
instead of stat+skill, you make it: skill+stat(max skill rank*2) So if you have a stat of 6 but a skill rank of 1, you can only use 2 dice from your stat. But it's seriously lacking in a couple of examples. How do you default How is having 1 skill rank better than just defaulting. I guess you could say that for defaulting you only get to roll 1 die+edge So if you have 1 skill rank, you get to roll 3 dice + edge (if you have a stat of 2+) of course, as soon as you have a 3 skill it mostly stops mattering. 1 skill 6 agility: 3 dice 3 skill 6 agility: 9 dice 6 skill 6 agility: 12 dice 6 skill 3 agility: 9 dice it also effectively blocks people at 12 stats. If you manage to raise your agility to >12 you get no benefit from it, unless you get a 7 skill. Not sure how I feel about it. |
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#202
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Moving Target ![]() ![]() Group: Members Posts: 873 Joined: 16-September 10 Member No.: 19,052 ![]() |
Well... looking at these examples I think we're better off just leaving things as they are. After all, we know that only adepts will be doing huge melee damage, and those will need high Agi as well, and don't really need high Str.
So... while I also miss my 14D polearm troll from SR3 (with a puny 10Str after Adrenaline Burst, mind you), I can live with not getting there anymore. Also: A vibro-blade sword is +3/-2AP, IIRC, so a Str4 character can reach 6P, -2 AP, which is better than an assault rifle before bursting. Considering Impact armour is often lower, the only thing really unbalancing this is the double defence pool in melee. Mind you, I disagree that firearms are supposed to be better by default: The katana-swinging sammie is a staple image from early SR, the same as cyber melee weapons. Somehow they just forgot to make melee good enough in SR4. But with high Agi, a character is generally good at many things, including melee with only a few more points invested, so IMHO that's all good. Any sammy can pick up a knife and be fairly deadly with it. So to make melee better just reduce the melee dodge pool. Make it Rea only for dodging (w/o full dodge), and Agi+Skill or Rea+Skill for defence. |
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#203
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 ![]() |
Well... looking at these examples I think we're better off just leaving things as they are. After all, we know that only adepts will be doing huge melee damage, and those will need high Agi as well, and don't really need high Str. Don't forget the people with Bone Density Augmentation 4 either. |
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#204
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 ![]() |
Or wrestlers or people who depend on shock weaponry. Subduing someone prevents movement and allows you to threaten your Strength in stun (as opposed to half strength plus a base total) and once the lock is achieved it's pretty tough for smaller metatypes to get loose unless they are also trained in Unarmed Combat.
Mind you, I disagree that firearms are supposed to be better by default: The katana-swinging sammie is a staple image from early SR, the same as cyber melee weapons. Somehow they just forgot to make melee good enough in SR4. I don't think they did. It's pretty much impossible to look at these rules and say "We have achieved parity with firearms!", so unless you think the devs are pants-on-head-incompetent I think it's fair to assume that having a big ol' expensive weapon that goes BANG and can be taken away in a search is intended to have a lot more raw killing power than a telescoping baton or an electrified cyberhand. |
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#205
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 ![]() |
Also: A vibro-blade sword is +3/-2AP, IIRC, so a Str4 character can reach 6P, -2 AP, which is better than an assault rifle before bursting. Considering Impact armour is often lower, the only thing really unbalancing this is the double defence pool in melee. Ammunition. EX-Ex makes an assault rifle 7P -2AP while APDS makes it 6P -5AP. (IMG:style_emoticons/default/nyahnyah.gif) -- I don't think they did. It's pretty much impossible to look at these rules and say "We have achieved parity with firearms!", so unless you think the devs are pants-on-head-incompetent I think it's fair to assume that having a big ol' expensive weapon that goes BANG and can be taken away in a search is intended to have a lot more raw killing power than a telescoping baton or an electrified cyberhand. Like the ~180,000 (IMG:style_emoticons/default/nuyen.gif) Barret I want to get for my sharpshooter? |
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#206
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 ![]() |
Yep. I would like to throw in the caveat that they may not have intended for the gap to be quite as wide as it currently is, but I do think a gap of some sort between guns and melee was intended.
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#207
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 ![]() |
Yep. I would like to throw in the caveat that they may not have intended for the gap to be quite as wide as it currently is, but I do think a gap of some sort between guns and melee was intended. There's three major flaws that stack against melee. #1 - Complex actions to make attacks versus the simple for ranged. #2 - Inability to stack damage as high or as quickly as firearms. #3 - The fact that your opposition will be pinging away at you as you approach. #2 can never really be overcome, but the Initiative Pass system helps ease the problem with #1 and #3. You also have the issue of basing your combat efficacy on all the physicals stats due to the aforementioned problems. You need agility to hit, you need strength to up your damage, and you need a good blend of body and reaction to overcome problem #3. A shooter can completely ignore strength and you can make arguments that they don't need reaction or body making them require only one physical stat. |
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#208
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 583 Joined: 1-October 09 From: France Member No.: 17,693 ![]() |
Well, IRL hand-to-hand combat is not very effective when facing firearms, so being somewhat short-changed in game unless you go for a very dedicated, specialist character build is not exactly shocking...
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#209
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 ![]() |
Even then, you're still rather shortchanged vs. equal karma opposition. Critical Strike and Martial Arts are nice, but the "ceiling" on what you can get out of guns isn't so low as to allow melee artists to easily start surpassing sharpshooters. And as a purely practical matter, I worry more about having a "high enough" damage code than I worry about having a damage code that is as high as possible. Tweaked cyberadepts can get to some pretty ridiculous damage codes, but what good is being able to punch out a Citymaster if you can't survive long enough or run fast enough to get close to it anyway?
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#210
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 ![]() |
Is that really a bad thing?
I mean Japanese Samurai found out the hard way in 1890's that Katana + horse < Machine gun nest. |
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#211
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 ![]() |
Is that really a bad thing? I mean Japanese Samurai found out the hard way in 1890's that Katana + horse < Machine gun nest. I agree fully, however I believe there is a certain love affair with the cyberpunk samurai and bringing melee combat as potential main combat form. I can accept this and that some people would want to play a melee build. I do not have a problem with bringing melee up a bit but I don't think melee was ever intended to supersede firearms in lethality. However, I do have a problem with nerfing one of the aspects that makes melee a functional part of Shadowrun (namely capping Initiative Passes). I think it is way overlooked how important IPs are to melee street samurai. A street samurai will never, and probably should never, come close to touching the lethality of a shooter with equivalent counts of IPs. |
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#212
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 ![]() |
Is that really a bad thing? I don't think so. I just want to be very clear here that the power of melee (bp for bp, karma for karma, anyway) is far enough behind in Shadowrun that you shouldn't expect to Bruce Lee people as efficiently as a gun bunny can Rambo people-- the exceptions are so high up the karma curve that they fall under exception that proves the rule territory. The rules simply don't appear to support that kind of power in melee coming cheaply, and frankly, I find the argument that "Well, they are called Street SAMURAI" to be a fairly weak one. People like to point out book covers and pull out things like the old "Magic vs. Tech" chestnuts from time to time, but for the most part I think people tend to subconsciously cherry pick the themes they like the most about any given setting and ascribe them more importance than the books themselves ever seem to assign. The power of melee has fluctuated from edition to edition, but whether Street Samurai carry swords because it's an affectation or because they're genuinely as dangerous as a SMG isn't something that's really addressed by the fluff directly. When looking at specific examples it pays to remember that Shadowrun is a setting that multiple people have written for over the years and not everyone gives it the same spin or even agrees with eachother as to where it should go. |
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#213
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,328 Joined: 2-April 07 From: The Center of the Universe Member No.: 11,360 ![]() |
Also-not to digress the thread any futher--melee has it's advantages:
It is generally quieter. It is generally easier to go around carrying (some exceptions like the troll with a claymore) melee weapons. Unarmed combat means you can't be disiarmed. Doesn't require ammo. Down side is that you have to get close. Not easy in the age of firearms. But not impossible, remember Rorke's Drift with the Zulu. In that battle preceeding it the Zulu's wiped out a 2,000 man british force (Battle of Isandlwana). My point is-there are advantages and disadvantages to both and sometime's one is a better choice than the other. Back on topic of IP's it is much fairer than old system of the gun bunny mowing down everyone before the can act. Also it is not supposed to be a fair fight, this is SHADOWRUN afterall. If you want a fair fight, you're playing the wrong game. PS: note that 1 IP foot sloggers can still cap a a runner with a heavy pistol (the mook's group edge has its uses). |
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#214
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
Is that really a bad thing? I mean Japanese Samurai found out the hard way in 1890's that Katana + horse < Machine gun nest. I say yes it is. This isn't a game of charging machine gun nests, this is a game of back alleys and office corridors. This is where melee actually can work especially in the fiction. Range is still an issue and it is an advantage and that alone should have been the advantage guns had. Range+damage+simple action vs complex+easier to get off is a bit much. |
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#215
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 ![]() |
well, I think that the -3 for opponent is in melee isn't actually enough of a modifier.
Point Blank should be +2 it's easy to shoot someone from point blank who is only trying to dodge. Your chances of surviving a gun shot attack go up significantly the farther away from the shooter you are. But if the person you're trying to shoot is actually in 'melee' range and actively attacking you with a martial art that actually has maneuvers aimed at dealing with guns. That +2 isn't really there anymore. But it has to be someone trained. Perhaps I would rule that if you're in melee range of someone trying to shoot you you can use melee defense. reaction+melee skill+(dodge). So yes, the guy gets agility+skill+2 for trying to shoot you, but you have reaction+melee skill+dodge (on full defense) to try and avoid. I would also get rid of the dodge double dip for defending against melee. to defend against melee it's ... reaction+melee/unarmed regularly, and that +dodge in full defense. If you don't have a melee skill then it's reaction-1 (for defaulting) and reaction-1+dodge in full defense. |
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#216
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 ![]() |
Well, I'm usually the GM, so it really depends on what people want. I'm ambivalent on the issue issue right up until I have a couple guys at the table who seem to want to run Jack Burton and Zatoichi. My players are usually fine with the current status quo, but if people want to shake things up and change the emphasis I'm willing to roll with it.
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#217
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 ![]() |
But it has to be someone trained. Perhaps I would rule that if you're in melee range of someone trying to shoot you you can use melee defense. reaction+melee skill+(dodge). So yes, the guy gets agility+skill+2 for trying to shoot you, but you have reaction+melee skill+dodge (on full defense) to try and avoid. I think that's already in the book, isn't it? |
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#218
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 ![]() |
I think that's already in the book, isn't it? No. The best possible pool for dodging ranged attacks is Reaction + Dodge when you are on full defense. Melee: Reaction + (Dodge or Melee Skill or Gymnastics) Melee Full Defense: Reaction + (Dodge or Melee Skill or Gymnastics) + Dodge Ranged: Reaction Ranged Full Defense: Reaction + (Dodge or Gymnastics) |
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#219
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 ![]() |
Uhm, perhaps it is one of those house-rules we use since the dawn of time that the line between rules and house-rules become fuzzy.
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#220
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,236 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
But if the person you're trying to shoot is actually in 'melee' range and actively attacking you with a martial art that actually has maneuvers aimed at dealing with guns. That +2 isn't really there anymore. There's a TV series SAS Survival Secrets that has a cool scene of a melee technique to disarm an incautious pistolero. I think it's in episode 2.
But it has to be someone trained. |
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#221
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
Melee: Reaction + (Dodge or Melee Skill or Gymnastics) Melee Full Defense: Reaction + (Dodge or Melee Skill or Gymnastics) + Dodge Ranged: Reaction Ranged Full Defense: Reaction + (Dodge or Gymnastics) Actually, you can only use gymnastics for full defense, whether it is melee or ranged. So Melee should be Reaction + (Dodge or Melee Skill). You also can use Full Parry for Melee Full Defense: Reaction + (Melee Skill x 2). Effective melee characters may be expensive, but they can definitely do a lot of damage. And even though it may be a niche role, they usually only need one ranged skill of 4, with a specialization, to be within breathing distance of the gun dude. Also, things like muscle toner, multiple IPs, and durability-enhancing 'ware such as orthoskin can be just as useful in ranged combat, too. |
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#222
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
Actually, you can only use gymnastics for full defense, whether it is melee or ranged. So Melee should be Reaction + (Dodge or Melee Skill). You also can use Full Parry for Melee Full Defense: Reaction + (Melee Skill x 2). Effective melee characters may be expensive, but they can definitely do a lot of damage. And even though it may be a niche role, they usually only need one ranged skill of 4, with a specialization, to be within breathing distance of the gun dude. Also, things like muscle toner, multiple IPs, and durability-enhancing 'ware such as orthoskin can be just as useful in ranged combat, too. Now we are back to agility being too powerful. (IMG:style_emoticons/default/smile.gif) |
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#223
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Target ![]() Group: Members Posts: 27 Joined: 14-April 09 Member No.: 17,077 ![]() |
Someone spoke about getting 4 IP making you a one trick pony, I think the inference was that you do it on char build?
I think getting 4ip via cyber at build is a poor way to go. It gives you a lot of early power at the expense of long term growth. The BP system encourages spending to max out stats and skills, and then picking up cyber upgrades and low level skills as you go along. My hyper specialist is going to grab all the skills our generalist has got quite a lot earlier than the generalist will be able to raise a specialisation to anything near the level I built to. |
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#224
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Moving Target ![]() ![]() Group: Members Posts: 588 Joined: 26-February 02 Member No.: 227 ![]() |
Or you want to change how you do skill dp's. instead of stat+skill, you make it: skill+stat(max skill rank*2) So if you have a stat of 6 but a skill rank of 1, you can only use 2 dice from your stat. But it's seriously lacking in a couple of examples. How do you default How is having 1 skill rank better than just defaulting. I guess you could say that for defaulting you only get to roll 1 die+edge So if you have 1 skill rank, you get to roll 3 dice + edge (if you have a stat of 2+) of course, as soon as you have a 3 skill it mostly stops mattering. 1 skill 6 agility: 3 dice 3 skill 6 agility: 9 dice 6 skill 6 agility: 12 dice 6 skill 3 agility: 9 dice it also effectively blocks people at 12 stats. If you manage to raise your agility to >12 you get no benefit from it, unless you get a 7 skill. Not sure how I feel about it. I rather like it. Your troll skydivers (skill + body) would be the only folks who regularly take a stat used with a skill past 12. And you actually CAN raise a skill above 6, if you are an adept- they can go to 9, right? One drawback is it potentially makes extra dice from non-attribute sources comparatively more of an influence (or more worth seeking, at least for folks with limited skill) when really, those are (IMO) a bigger problem for balance. Somebody with pistols 1, a specialization for the model of gun they have, a smartlink, a tac-net, and an analyze device spell should NOT out shoot a trained marksman who is using inferior equipment. (Or maybe they should, depending on how you like your sci-fi.) |
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#225
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
I say yes it is. This isn't a game of charging machine gun nests, this is a game of back alleys and office corridors. This is where melee actually can work especially in the fiction. Range is still an issue and it is an advantage and that alone should have been the advantage guns had. Range+damage+simple action vs complex+easier to get off is a bit much. Which is accounted for in the alleyways and office corridors scenarios you bring up. When Encounter range is 1-3 meters (Actually as much as 7 meters), either combat mode is an acceptable choice. After playing several melee builds over the years, in all the various editions of Shadowrun, I would say that Melee is still a viable recourse. Unfortunately, Melee characters will take a beating from ranged fire if the encounter range is anything other than immediate. When you have to close as a melee specialist (unless it is a matter of only 10-20 meters or so), you may find that the ranged specialists have already taken care of the opposition. Which is at it should be. |
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