IPB

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
Evilness45
post Apr 20 2011, 02:21 AM
Post #1


Target
*

Group: Members
Posts: 72
Joined: 2-March 10
Member No.: 18,231



Hi,
I heard some time ago that there were optional rules for armor degradation. I just don't remember where they were. Can anyone tell me where they are?

Or better yet, sum them up here. (IMG:style_emoticons/default/nyahnyah.gif)
Go to the top of the page
 
+Quote Post
Achsin
post Apr 20 2011, 02:43 AM
Post #2


Target
*

Group: Members
Posts: 99
Joined: 9-December 09
Member No.: 17,955



Arsenal Page 44-45

QUOTE
Modern body armor is designed to stop damaging attacks, but
this oft en means the armor itself is damaged in the process. Any time an
attack that causes Physical damage penetrates a character’s armor (i.e.,
the damage is not downgraded to Stun damage, per the rules on p. 148,
SR4), reduce the appropriate armor rating (Ballistic or Impact) by 1.

Repairing damaged armor usually requires the Armorer
skill and the rules for Using Technical Skills to Build or Repair
(see p. 125, SR4). Th e threshold for the test is determined by the
gamemaster, based on the kind of armor that has to be repaired
and the amount of damage it suff ered. Repairing certain kinds
of sophisticated armor (especially full body armors) may require
an additional Hardware or Industrial Mechanic test if electronic
components, power systems, or hydraulics have been damaged.
Go to the top of the page
 
+Quote Post
Evilness45
post Apr 20 2011, 02:47 AM
Post #3


Target
*

Group: Members
Posts: 72
Joined: 2-March 10
Member No.: 18,231



Aw... Thanks but it's not really what I hope that rule would be. Oh well, time to think of a new one!
Go to the top of the page
 
+Quote Post
Yerameyahu
post Apr 20 2011, 03:01 AM
Post #4


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



Seems like a pretty good rule. Simple, reasonable, not crippling.
Go to the top of the page
 
+Quote Post
Nifft
post Apr 20 2011, 03:12 AM
Post #5


Moving Target
**

Group: Members
Posts: 372
Joined: 2-March 10
Member No.: 18,227



Proposed house rule:

"At the player's option, a piece of armor may instantly reduce one attack's damage by an extra 4 levels (or by the armor's protection rating, whichever is lower), as though the player had rolled an additional 4 successes on the soak roll. That piece of armor's protection is permanently reduced by 4 (both ballistic and impact). If the armor's protection is reduced to zero or less, the armor is destroyed."
Go to the top of the page
 
+Quote Post
Yerameyahu
post Apr 20 2011, 03:25 AM
Post #6


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



… How is the player controlling their armor? :/ That seems pretty metagamey. Let them use Edge (which is expensive), instead of cheap armor.
Go to the top of the page
 
+Quote Post
Achsin
post Apr 20 2011, 04:39 AM
Post #7


Target
*

Group: Members
Posts: 99
Joined: 9-December 09
Member No.: 17,955



If anything, I would make it so that even if the armor "stopped" the attack (converted to stun), there was a small chance of it degrading. While it did keep the bullet/blade/whatever from penetrating and dealing physical damage, the attack might have weakened the armor anyways; Gel packs rupturing, ceramics/plates breaking, fibers being pulled out of place or any other stress on the armor caused by the attack.

The proposed rule makes more sense if the armor has an ablative coating to it, would make it kind of a limited use hardened armor, probably only available for the heavy duty / military full body armors, it wouldn't be player's choice, but it could auto reduce a set amount of DV, up to a point. Say it can do 8 DV total, but a max of 4 at a time or something, so it wouldn't be foolproof against panther cannons, but would help against automatic rifle fire and the like. Have it even take effect with non-elemental stun damage, but from the same DV reduction pool.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Apr 20 2011, 01:01 PM
Post #8


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



I have to agree with Yerameyahu, the current rules are adequate and actually work quite well. (IMG:style_emoticons/default/wobble.gif)
Go to the top of the page
 
+Quote Post
Nifft
post Apr 20 2011, 11:40 PM
Post #9


Moving Target
**

Group: Members
Posts: 372
Joined: 2-March 10
Member No.: 18,227



QUOTE (Yerameyahu @ Apr 19 2011, 10:25 PM) *
… How is the player controlling their armor? :/ That seems pretty metagamey. Let them use Edge (which is expensive), instead of cheap armor.

Players only exist in the metagame, and players don't have much armor at my table.

Characters exist in the game, and they tend to have more armor.

Don't confuse yourself: edge isn't something characters control, either. Players have all the toys.
Go to the top of the page
 
+Quote Post
fazzamar
post Apr 21 2011, 12:15 AM
Post #10


Moving Target
**

Group: Members
Posts: 174
Joined: 28-February 08
Member No.: 15,719



QUOTE (Nifft @ Apr 20 2011, 07:40 PM) *
Players only exist in the metagame, and players don't have much armor at my table.

Characters exist in the game, and they tend to have more armor.

Don't confuse yourself: edge isn't something characters control, either. Players have all the toys.


Whether you nitpick his choice of words or not, I still don't see the logic behind the character being able to suddenly make their armor absorb a considerable amount of damage at the cost of the armor getting severely damaged.
Go to the top of the page
 
+Quote Post
Nifft
post Apr 21 2011, 12:32 AM
Post #11


Moving Target
**

Group: Members
Posts: 372
Joined: 2-March 10
Member No.: 18,227



QUOTE (fazzamar @ Apr 20 2011, 07:15 PM) *
Whether you nitpick his choice of words or not, I still don't see the logic behind the character being able to suddenly make their armor absorb a considerable amount of damage at the cost of the armor getting severely damaged.

The character can't, just like the character can't decide to get really lucky and roll twice as many dice as he usually would be entitled to roll. (In fact, the character seldom rolls dice at all.)
Go to the top of the page
 
+Quote Post
Seerow
post Apr 21 2011, 12:54 AM
Post #12


Moving Target
**

Group: Members
Posts: 705
Joined: 3-April 11
Member No.: 26,658



QUOTE (Nifft @ Apr 20 2011, 11:40 PM) *
Players only exist in the metagame, and players don't have much armor at my table.


Your players are doing it wrong then.
Go to the top of the page
 
+Quote Post
Yerameyahu
post Apr 21 2011, 01:12 AM
Post #13


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



Nifft, you're not making sense. I said the player is controlling the armor. You then said the *player* is the one controlling Edge, and *then* you said that the character doesn't roll dice. (IMG:style_emoticons/default/smile.gif) It sounds like you fully agree with me.
Go to the top of the page
 
+Quote Post
Nifft
post Apr 21 2011, 01:24 AM
Post #14


Moving Target
**

Group: Members
Posts: 372
Joined: 2-March 10
Member No.: 18,227



QUOTE (Yerameyahu @ Apr 20 2011, 08:12 PM) *
Nifft, you're not making sense. I said the player is controlling the armor. You then said the *player* is the one controlling Edge, and *then* you said that the character doesn't roll dice. (IMG:style_emoticons/default/smile.gif) It sounds like you fully agree with me.

You shouldn't try to use fancy words like "metagamey" if you can't distinguish between players and characters.

If you can make that distinction, you should have no problem realizing that the player controls things which the character never could.
Go to the top of the page
 
+Quote Post
Yerameyahu
post Apr 21 2011, 01:45 AM
Post #15


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



There's no need for the tone. (IMG:style_emoticons/default/smile.gif) My point remains exactly the same, but I'll restate it if it helps: the player should not have control over the armor. Especially for so powerful an effect. It is introducing a new and illogical metagame element, akin to Edge you buy and wear. I did not say that all metagame elements (like Edge) are bad. Just yours. (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
Nifft
post Apr 21 2011, 01:55 AM
Post #16


Moving Target
**

Group: Members
Posts: 372
Joined: 2-March 10
Member No.: 18,227



QUOTE (Yerameyahu @ Apr 20 2011, 08:45 PM) *
There's no need for the tone. (IMG:style_emoticons/default/smile.gif) My point remains exactly the same, but I'll restate it if it helps: the player should not have control over the armor. Especially for so powerful an effect. It is introducing a new and illogical metagame element, akin to Edge you buy and wear. I did not say that all metagame elements (like Edge) are bad. Just yours. (IMG:style_emoticons/default/wink.gif)

It's a traditional response when some little forum troll tries to pull sophomoric "it sounds like you fully agree with me (IMG:style_emoticons/default/smile.gif) " cruft.

Armor degradation suits both realism and game-ism, since armor becomes a limited resource, and since armor really does suffer from being put to use. Putting the onus on the player suits both game-ism and "storytelling" -- player agency -- which some players seem to like.

It sure sounds like you think you can do better, though! I look forward to seeing your ideas. (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
Yerameyahu
post Apr 21 2011, 02:12 AM
Post #17


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



My my, I wonder where all that's coming from.

I already *did* better: I said use the existing option. It's passive and balanced. I'm fine with armor degradation. I'm not fine with a weird activation power. I'm sorry we don't agree, but you can handle it like a normal person, instead of lecturing in circles. If you want that in your game, I'm not stopping you or anyone else.
Go to the top of the page
 
+Quote Post
James McMurray
post Apr 21 2011, 02:45 AM
Post #18


Great Dragon
*********

Group: Members
Posts: 5,430
Joined: 10-January 05
From: Fort Worth, Texas
Member No.: 6,957



Personally I can't stand armor degredation rules in any system and would never use them as a permanent rule. They add too much accounting for too little benefit IMO. I did have some critters with acidic claws whose touch reduced armor's protective value, but it was a one-time thing and it allowed armor degredation to be another tool in the "make the players worry" arsenal instead of something else we can forget to use (like knockdown).
Go to the top of the page
 
+Quote Post
Yerameyahu
post Apr 21 2011, 02:50 AM
Post #19


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



I hear that. (IMG:style_emoticons/default/smile.gif) Weapon degradation is even worse; ever play Final Fantasy Legend? Bleh.

Still, if you *did* want it, I like the Arsenal rule well enough.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Apr 21 2011, 12:45 PM
Post #20


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (Yerameyahu @ Apr 20 2011, 07:50 PM) *
I hear that. (IMG:style_emoticons/default/smile.gif) Weapon degradation is even worse; ever play Final Fantasy Legend? Bleh.

Still, if you *did* want it, I like the Arsenal rule well enough.


Indeed, it is functional and easy.
Go to the top of the page
 
+Quote Post
Chrome Tiger
post Apr 21 2011, 03:01 PM
Post #21


Shiny Metal Kitty Head
**

Group: Retired Admins
Posts: 252
Joined: 26-February 02
From: Grand Rapids, MI
Member No.: 146



We eventually decided on the players adding 5% of their weapon and armor costs onto their lifestyle expense to cover routine weapon and armor maintenance. Solvent, oil, pads, etc for cleaning the weapons. Stitching, webbing, armor plates, etc for maintaining the armor. We tried to nickel and dime it all but ended up taking the global coverage route. Although if they sustained catastrophic damage to their armor or critically glitched their gun/blade and damage resulted, that was not covered in the maintenance.
Go to the top of the page
 
+Quote Post
Fauxknight
post Apr 21 2011, 03:11 PM
Post #22


Moving Target
**

Group: Members
Posts: 222
Joined: 12-July 10
Member No.: 18,814



QUOTE (Yerameyahu @ Apr 20 2011, 09:50 PM) *
Weapon degradation is even worse; ever play Final Fantasy Legend? Bleh.


All of them, which I why I used lots of mutants, robots, and monsters that had ways around weapon degradation. Still weapons do only have soo much usage before they start to degrade. Guns will get clogged up with carbon and swords will dull their edges, hopefully basic maintenence is considered part of a characters lifestyle and downtime unless the character specifically doesn't have the resources or the mental facilities to do so.

I'm not a big fan of armor degradation, but it depends on how you want to play the game. Generally speaking armor should be able to take a couple of hits without losing significant protection, but armor does degrade and need maintained. Ceramic ballistic plates in particular are not meant to withstand constant fire, and need replaced after they've been hit, which should in no way require the armorer skill. We do have to throw realism out though because if a round does penetrate your armor, you are generally in pretty big trouble.

As far as the proposed house rule of purposefully sacrificing armor, it doesn't sound too bad, but expect a little metagaming out of it. I imaging players in that game would be more likely to wear a cheap top layer of armor, and keep a few spares at home in order to be able to take advantage of this rule.

Player 1: This is my super uber form-fitting body armor, its got all the mods.
Player 2: ...and what are all those?
Player 1: Those are my discount armored trechcoats, I get a good deal on them because of my black market pipeline armorer contact.
Go to the top of the page
 
+Quote Post
Warlordtheft
post Apr 21 2011, 03:28 PM
Post #23


Neophyte Runner
*****

Group: Members
Posts: 2,328
Joined: 2-April 07
From: The Center of the Universe
Member No.: 11,360



QUOTE (Achsin @ Apr 19 2011, 11:39 PM) *
If anything, I would make it so that even if the armor "stopped" the attack (converted to stun), there was a small chance of it degrading. While it did keep the bullet/blade/whatever from penetrating and dealing physical damage, the attack might have weakened the armor anyways; Gel packs rupturing, ceramics/plates breaking, fibers being pulled out of place or any other stress on the armor caused by the attack.


I apply the -1 to the rating of ballistic and impact armor if the attack is physical, regardless if the the level of armor reduces it to stun.
Go to the top of the page
 
+Quote Post
Yerameyahu
post Apr 21 2011, 04:23 PM
Post #24


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



I agree that weapon, armor, and all gear having degradation is *realistic*. I just also agree that it's not usually fun. It depends on the specific game, but I'd avoid it in general. The Arsenal rule is common/severe enough to do something, but also rare/mild enough not to be a huge pain. It's not realistic, sure.
Go to the top of the page
 
+Quote Post
Floyd
post Apr 21 2011, 07:32 PM
Post #25


Target
*

Group: Members
Posts: 79
Joined: 19-June 08
From: St. Louie
Member No.: 16,065



At my table, if a person is shot at, and the dodge fails, The bullet has hit the armor. If one or a billion bullets hit the armor, the armor is degraded by one Ballistic at the end of the combat. Likewise with melee (falling, etc.) and impact. If a player glitches on a roll that armor dice have added to, the armor degrades by one after the roll, of appropriate type.

For instances of more than one armor item, The largest value of the items (but appropriate type:Ballistic/Impact) will reduce first. For example, a untested lined coat will degrade before a untested gel pack.
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 26th April 2025 - 07:09 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.