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Paul
post Nov 11 2011, 09:33 PM
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I may have misread this but in SR4A on page 155 in the Determine Scatter it says:

QUOTE
Note that additional hits do not add to grenade Damage Values)


Now one way I could read this is when a Player makes his appropriate skill plus attribute role plus or minus modifiers, and comes up with net success that they only affect scatter and have no effect on Damage. Am I just reading this out of context or is that a proper read?

So hypothetically: Kill Master has a Heavy Weapons Skill of 2 and Agility Attribute of 4. This means he starts with a pool of six dice. It's a clear and sunny day and he's at the range with no windage blowing the fearsome watermelon enemies all too hell. he has a smart gun link, and an air burst link. For our example he is not taking aim, nor is he firing at anything beyond short range. (He's kind of chubby and running watermelons up and down the range all day is a lot of work.) So he has a total of eight dice. Kill Master rolls four hits on his success test, and his Game Master rolls for Direction of Scatter-we'll say he rolls a 1 so the grenade would go long, and then for distance the GM rolls 2D6 coming up with 2 hits, which means that Kill Master has two net successes. But these only mean that he nails it dead on, and do not increase the Damage Value?
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Yerameyahu
post Nov 11 2011, 09:57 PM
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You never, ever increase the DV of the grenade. The best you can do is hit them dead on, which means the full blast.
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Jhaiisiin
post Nov 12 2011, 05:25 AM
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Of course, with the scatter distances, you're likely not hitting dead on ever with only 8 dice to attack with.
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Paul
post Nov 12 2011, 12:49 PM
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Thanks. For some reason I think we've been jacking up the Damagae Value-but I can't recall because I think in the last four games we've only used Grenades once.
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Yerameyahu
post Nov 12 2011, 01:39 PM
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Yeah, they're not really an 'everyday' weapon. (IMG:style_emoticons/default/biggrin.gif)
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Daylen
post Nov 12 2011, 03:40 PM
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QUOTE (Paul @ Nov 12 2011, 01:49 PM) *
Thanks. For some reason I think we've been jacking up the Damagae Value-but I can't recall because I think in the last four games we've only used Grenades once.

That's probably because most people would find it silly that a grenade CAN'T kill a person in one blast.
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3278
post Nov 12 2011, 03:48 PM
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QUOTE (Paul @ Nov 12 2011, 01:49 PM) *
Thanks. For some reason I think we've been jacking up the Damagae Value-but I can't recall because I think in the last four games we've only used Grenades once.

You recall correctly: we've been jacking up the DV. It's a holdover house rule from SR3, where we argued that if the damage staged because of where you put a bullet, it should stage because of where you put a grenade [or Fireball, or missile, or mortar, etc]. But I think the counter-argument is at least as solid, and other than severely weakening grenades, I don't think it'd break the game or anything to correctly follow the rule.
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Tymeaus Jalynsfe...
post Nov 12 2011, 03:54 PM
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QUOTE (3278 @ Nov 12 2011, 08:48 AM) *
You recall correctly: we've been jacking up the DV. It's a holdover house rule from SR3, where we argued that if the damage staged because of where you put a bullet, it should stage because of where you put a grenade [or Fireball, or missile, or mortar, etc]. But I think the counter-argument is at least as solid, and other than severely weakening grenades, I don't think it'd break the game or anything to correctly follow the rule.


Grenade/Rockets/Missiles have been made less Damaging/Accurate in the game, because if you used RL Damage Capacities, you would have a LOT of very short lived Shadowrunners. Want more realistic Damage, play Twilight 2000. (IMG:style_emoticons/default/smile.gif)
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pbangarth
post Nov 12 2011, 04:00 PM
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The number of hits you get in a grenade attack indirectly affects the DV, in the sense that the further the grenade falls from a target, the lower the adjusted DV is. So in effect, the stated DV of the grenade is the maximum amount of damage you can do with it.

No matter how many extra hits you get. Which is what makes grenades different from bullets and leads to a number of house rules such as mentioned above. Of course, if Kill Master above had rolled a critical success, then the GM might have allowed Kill Master's player to 'place' the grenade in a favourable location.

"OK, it landed in the target's pocket. On the same side as he dresses."

There is also the case of the Missile Master who does damage with the grenade before it explodes.
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Daylen
post Nov 12 2011, 04:28 PM
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QUOTE (pbangarth @ Nov 12 2011, 05:00 PM) *
The number of hits you get in a grenade attack indirectly affects the DV, in the sense that the further the grenade falls from a target, the lower the adjusted DV is. So in effect, the stated DV of the grenade is the maximum amount of damage you can do with it.

No matter how many extra hits you get. Which is what makes grenades different from bullets and leads to a number of house rules such as mentioned above. Of course, if Kill Master above had rolled a critical success, then the GM might have allowed Kill Master's player to 'place' the grenade in a favourable location.

"OK, it landed in the target's pocket. On the same side as he dresses."

There is also the case of the Missile Master who does damage with the grenade before it explodes.


I think its funny as all getup being able to kill with one shot of a light pistol, yet technically I could strap the grenade to someones head, and it would only give them a concussion and bleeding. no death. I think the grenades listed in the core books are not the ones used by the military, but instead are M80s.
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3278
post Nov 12 2011, 04:29 PM
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You know what's funny: we didn't actually used to use Scatter, even, unless the grenade was hand-thrown [and often not then; we're pretty lax on combat rules sometimes]. I think subconsciously [or consciously] we all just assumed that any society that can produce smartlinks can also produce on-target airbursts. But we've used the switch from SR3 to SR4 as an excuse to start paying closer attention to combat rules.
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Falconer
post Nov 12 2011, 05:06 PM
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Actually, net hits after scatter did stage up damage until the SR4a errata changed things.


But the best advice I can give you... is if you are relying on grenades... your best friend will be chunky salsa... and demolitions booby traps... Example.. hallway is 4m wide... you duct tape a HE grenade to the wall with a tripwire by the door. Sec comes through down the center of the hallway... sets off grenade 2m away... grenade primary damage from wall (and secondary wave bounces immediately off the wall). So effectively the blast is 20P (ap-2) with -4/m. It travels 2m to the guard... hitting him once/twice for 12p... travels to the other side and bounces back... and stops short of reaching center of hallway again. Hitting guard for 12p (ap-2) impact... reasonably scary... enough to knock him into overflow and maybe kill him.

Personally I like to have some HE because they make great tools... (especially since you can set them to contact, timed, or remote detonated). Can opening, booby traps, car bombs... or for real fun... throw a dummy grenade and watch people run!

Another great trick... if your mage has levitate... set it to command det... and levitate it right where you want it and set it off with a swift action (we've taken to calling free actions swift just to avoid confusion...). Granted it has an OR3 or 2 if the GM is generous... Far less drain than you'll take casting a fireball!


(though my one group doesn't let flash bangs do chunky salsa anymore... *sigh* it's only a 10m radius with no range degradation... which normally staged up to about 18s by the time a typical rooms dimensions were worked into it.) This led to the Cthulthu method of shadowrun... I open the door (without looking... sanity you know). Chuck 2 flash-bangs in... close the door.

PS: funniest toss ever... we were busting into an azzie facility through the front door... my mage is sustaining a load of physical masks. Defaults with 1 die to toss a grenade into the far back of the lobby... scatters near maximum... right into the elevator with 4 heavier armed security guards.
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Seriously Mike
post Nov 12 2011, 05:08 PM
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QUOTE (Paul @ Nov 11 2011, 10:33 PM) *
Kill Master rolls four hits on his success test, and his Game Master rolls for Direction of Scatter-we'll say he rolls a 1 so the grenade would go long, and then for distance the GM rolls 2D6 coming up with 2 hits, which means that Kill Master has two net successes. But these only mean that he nails it dead on, and do not increase the Damage Value?

You got that wrong, actually (at least according to SR4). You're hitting an area (an immobile target, not a big difference). You have airburst grenades. Those babies scatter only D6 meters, minus your net successes (four), minus the grenade's sensor rating (let's say two or three). You plonk the melon dead-on. There.
However, things aren't that rosy if you use normal grenades. Scatter from a launcher is 3D6, -4 for each net hit. So on a bad day, you can plonk your grenade a meter or two from the melon. Which, of course, still deals it 10P damage.
Also, grenades are great in confined spaces. One 'nade plonked down a hallway deals, let's see, 12P when it hits dead-on, plus 10P off one wall, plus 10P off the other wall. Unless you're in an office, where it's 12P and two new entrances to rooms on the right and left, because, well, drywall.
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Falconer
post Nov 12 2011, 05:12 PM
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Mike: you have it dead wrong on the airburst links as of SR4a.
Airburst links reduce scatter to 2d6 -1/success. (-sensor for MISSILES... not rockets or grenades).

Even non-airburst... the scatter is 3d6... with -2 per success for GL's! (not -4). So you're almost better off relying on the standard contact fused GL with good successes.

Quite frankly: the only way I can see to make anti-vehicle rockets or missiles usefull is to treat larger vehicles as bigger targets... yeah you're aiming for the center of the tank... if you scatter 3m left or right... you still hit the tank... just not dead center. (because otherwise the -6DV/m damage reduction on those anti-vehicle warheads makes em completely worthless).


Yeah Mike... I've never seen anyone allow the salsa bounce off the floor/ceiling... because it just gets gratuitously silly...

Every non-airburst grenade instantly has it's damage doubled because it landed on the ground... and reflects once off the ground...

The most I normally see is the side walls... and then there's a chance depending on construction that it's just drywall and you end up creating a new door instead of doubling the blast wave like you're trying to.

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Yerameyahu
post Nov 12 2011, 05:15 PM
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Basically, the rules are a total mess. Scatter is a mess, chunky salsa is a mess, etc. You have to use a (probably illogical) set of house rulings to make them 'balanced'. So… do that. (IMG:style_emoticons/default/smile.gif)
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Udoshi
post Nov 12 2011, 06:29 PM
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QUOTE (Falconer @ Nov 12 2011, 10:06 AM) *
Actually, net hits after scatter did stage up damage until the SR4a errata changed things.


This. Grenades are a victim of edition wars and bad rules changes. Grenades and rockets in the current rules are incredibly stupid in that, for anti-armor or anti-big things weapons, they actually flat out can't damage vehicles with a high armor.
You would THINK that throwing high explosive grenades at a roadmaster or using anti-vehicle rockets on a tank would have SOME effect, but no, without 'net hits to damage once scatter is 0', its possible for some tough things(like ALL the tanks in war or milspectech) to have a high enough armor value that damage+ap isn't enough to scratch it. And if you miss by, say, a meter, the damage falloff is going to trigger that minimum-armor range sooner.

QUOTE (hobgoblin @ Feb 15 2010, 10:56 PM) *
CODE
SR4:
Standard grenade: 1d6 meters - 2 pr net hit
Aerodynamic grenade: 2d6 meters - 4 pr net hit
Grenade launcher: 3d6 meters - 4 pr net hit
Rocket: 2d6 meters - 1 pr net hit
Missile: 2d6 meters - 1 pr net hit (- sensor rating)
Airburst: 2d6 meters - 1 pr net hit (- sensor rating)



CODE
SR4A:
Standard grenade: 1d6 meters - 1 pr net hit
Aerodynamic grenade: 2d6 meters - 2 pr net hit
Grenade launcher: 3d6 meters - 2 pr net hit
Rocket: 4d6 meters - 1 pr net hit
Missile: 4d6 meters - 1 pr net hit (- sensor rating)
Airburst: 2d6 meters - 1 pr net hit (- sensor rating)


Here's a comparison for how it is vs how it used to be. You may want to consider reverting to 4th editions grenade rules, as it prevents stupid things like teleporting grenades scattering farther than they were thrown.
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Yerameyahu
post Nov 12 2011, 07:03 PM
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But it also re-adds stupid things like a 'better' but equally dead-on shot doing more (and bigger!) explosive damage. I'm definitely (and pretty clearly) not saying the existing rules are good, but neither were the previous ones.

It also might well be *right* for tanks to be immune to some explosives. It depends. There is indeed a basic mismatch between the power of certain attacks and their *intended* targets, though. (IMG:style_emoticons/default/smile.gif) The safest solution is probably to increase the AP (hell, even for specific targets), instead of raising the DV so high they become nukes.
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Falconer
post Nov 12 2011, 07:20 PM
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And there's some mystical reason why an Ex-Ex round fired from a sniper rifle gets to stage up it's damage... and the anti-vehicle missile or contact fused HE nade doesn't. When all are equally well placed shots of high explosive?!

I'm definitely with Udoshi on this one... I can see why grenades don't stage up... but things like anti-vehicle warheads with such abysmal damage falloffs that they need direct hits to function are essentially no different from bullets.

At the same time back in the day we made an art of throwing grenades at inanimate objects to avoid seeing the furniture 'dodge' like living targets tend to do then just catching them in blast radius. We also only applies the staged up damage to the target thrown at... (the explosion didn't get bigger... just allowed you to place it better, secondary targets still only took basic splash/salsa damage). Also some things like airburst work against you if you're trying to hammer a vehicle with a HE grenade... the old -4 per success actually tended to mean you only need 2-3 successes to completely negate scatter... then you'd start staging damage up against your vehicular target. (airburst by definition is a proximity fuse so the 2d6... -1 per makes sense... even if it is less 'precise' when going for a direct hit).



This is one of my complaints with the current system... there's essentially no reason to ever take an anti-vehicle LAW as a just-in-case weapon for your hard-core street sam. With scatter you'll be hard pressed to ever *HIT* let alone damage any kind of vehicle you'd need it for. You're better off just resorting to the assault cannon... or a large bore rifle and a called shot for damage.
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Seriously Mike
post Nov 12 2011, 07:39 PM
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QUOTE (Udoshi @ Nov 12 2011, 07:29 PM) *
Here's a comparison for how it is vs how it used to be. You may want to consider reverting to 4th editions grenade rules, as it prevents stupid things like teleporting grenades scattering farther than they were thrown.

Actually the scatter for airburst in SR4 was 1D6, not 2D6.
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3278
post Nov 12 2011, 07:52 PM
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QUOTE (Seriously Mike @ Nov 12 2011, 08:39 PM) *
Actually the scatter for airburst in SR4 was 1D6, not 2D6.

I've noticed it appears both ways in SR4a, delightfully. We've chosen 1D6; the other appears to be an error. Can't speak to SR4 without walking too far and leafing too much. (IMG:style_emoticons/default/smile.gif)
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Yerameyahu
post Nov 12 2011, 08:14 PM
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We agree, Falconer: bullets shouldn't be able to stage up to kill tanks, and a LAW should be able to damage (moderately) armored vehicles, because that's its purpose. (IMG:style_emoticons/default/smile.gif) I'm just saying one wrong isn't a reason to commit another (stage up grenades).
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HunterHerne
post Nov 12 2011, 08:37 PM
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QUOTE (Yerameyahu @ Nov 12 2011, 04:14 PM) *
We agree, Falconer: bullets shouldn't be able to stage up to kill tanks, and a LAW should be able to damage (moderately) armored vehicles, because that's its purpose. (IMG:style_emoticons/default/smile.gif) I'm just saying one wrong isn't a reason to commit another (stage up grenades).


Is staging up (against the intended target) really wrong though?

Whether it is or not, I find myself a little curious on something, that would need a developer answer; were floors taken into account? If yes, is that why grenade damage is non-lethal by itself?

For everyone else, might it be possible the intention was to have the rebounding effect off the ground? Whether it is or not, no one can really argue that they (as GM) wouldn't use it for, say, someone jumping on a live grenade. That guy is gonna be chunky salsa'd to death for sure. (I would maybe add half his body to the defence test of everyone else, or armour, whichever is higher)
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Yerameyahu
post Nov 12 2011, 08:53 PM
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HunterHerne: it depends on the mechanic, really. AFAIK, the mechanic doesn't *currently* work right with staged-up grenades, even if you take the extra complexity of calculating the blast damage separately from the 'target' damage… only in the case of direct hits. It doesn't really smell logical, either, that a grenade bursting near a vulnerable 'spot' would do much more damage. If it makes sense for anything, it makes more sense for bullets (and bullet-like things, anti-tank rockets are designed to pierce a specific spot, right?).

I agree it matters if all the grenades are intended to be doubled; it's certainly not clear either way, which is the same as 'wrong'.

I think the 'jump on' situation is special enough to merit a specific exception, instead of making the general rules (currently) accommodate it. The rules are very abstract; you shouldn't have to do 3D geometry. Especially checking against many various barriers, etc.; ugh.
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Daylen
post Nov 13 2011, 12:01 AM
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QUOTE (Falconer @ Nov 12 2011, 08:20 PM) *
This is one of my complaints with the current system... there's essentially no reason to ever take an anti-vehicle LAW as a just-in-case weapon for your hard-core street sam. With scatter you'll be hard pressed to ever *HIT* let alone damage any kind of vehicle you'd need it for. You're better off just resorting to the assault cannon... or a large bore rifle and a called shot for damage.


I suspect the rules gimp rockets because they don't want people using them; and if such a weapon is used I'm sure the rule makers are trying to avoid it being a nice way to oneshot things that are supposed to be tough.
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Tymeaus Jalynsfe...
post Nov 13 2011, 01:22 AM
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QUOTE (Daylen @ Nov 12 2011, 05:01 PM) *
I suspect the rules gimp rockets because they don't want people using them; and if such a weapon is used I'm sure the rule makers are trying to avoid it being a nice way to oneshot things that are supposed to be tough.


The rules are that way so that you do not "One-Shot" characters in large groups. (IMG:style_emoticons/default/smile.gif)
They made the rules in SR4A so that the threat of the rockets and grenades were not as serious a threat as they should be to facilitate playability. I think they overcompensated a bit, but there you go. Don't get me wrong, they are still a threat, just not a serious one, unless used in copious amounts. (IMG:style_emoticons/default/smile.gif)
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