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Umidori
post Mar 20 2013, 12:30 AM
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I just don't understand his mentality. He states that he supposedly thinks what he is arguing is stupid, that he doesn't believe it should operate the way he's arguing it does, and then the entire argument he is making in support of things working that way is based on specious nonsense and pedantry.

Why would someone DO that? What is the motivation for that sort of behavior?

~Umi
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Stahlseele
post Mar 20 2013, 12:32 AM
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isn't there even something in nowadays laws that considers people like boxers or karate ka or judo ka or things like these armed with a lethal weapon in any kind of fight they get into?
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Umidori
post Mar 20 2013, 12:33 AM
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Possibly, but again, legislation is one thing, common linguistic usage is another.

~Umi
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ChromeZephyr
post Mar 20 2013, 12:45 AM
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QUOTE (Umidori @ Mar 19 2013, 06:30 PM) *
I just don't understand his mentality. He states that he supposedly thinks what he is arguing is stupid, that he doesn't believe it should operate the way he's arguing it does, and then the entire argument he is making in support of things working that way is based on specious nonsense and pedantry.

Why would someone DO that? What is the motivation for that sort of behavior?

~Umi


I can't speak for Dakka, I'm not him/her. Sorry. (IMG:style_emoticons/default/smile.gif) As for why someone would do that? Well, just from my observation of this board it seems that people just like to debate (or argue, if you want to look at it that way). And like a lot of things people get involved in it becomes hard to let go of something once you get started, even if it's gone far beyond any useful discussion. *shrug* Not taking shots at anyone, just something I've noticed here. (IMG:style_emoticons/default/smile.gif)

And Stahl, you know better than to bring RL up here. (IMG:style_emoticons/default/wink.gif)
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Stahlseele
post Mar 20 2013, 01:02 AM
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yes, yes, i know <.<;,
but seriously?
doesn't it outright tell us that hardliner gloves are weapons used with the unarmed skill thus changing the attack from unarmed combat to an armed attack?
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RHat
post Mar 20 2013, 02:04 AM
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QUOTE (Stahlseele @ Mar 19 2013, 05:32 PM) *
isn't there even something in nowadays laws that considers people like boxers or karate ka or judo ka or things like these armed with a lethal weapon in any kind of fight they get into?


Changes by jurisdiction, but laws pertaining to this kind of thing are not uncommon. If you put any serious time and energy into such training, it is a very wise thing to become acquainted with the particulars of the legislation in your jurisdiction.

As an interest gauge: I have some ideas for a set of houserules that would bring melee and ranged into parity, but I'd hate to take the time to properly think it through and write it up if there's no interest in it; this wouldn't exactly be a simple thing. Presuming that they worked in a way that people enjoyed and wasn't adding too much complexity, how many people using such houserules?
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Automaton
post Mar 20 2013, 10:31 AM
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Whomever stole my topic hand it back this instant!! (IMG:style_emoticons/default/nyahnyah.gif) Haha

All the knockdown rules I was aware of.

Is there anyone who is using house rules to change/improve melee combat?
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Dakka Dakka
post Mar 20 2013, 12:24 PM
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QUOTE (Umidori @ Mar 20 2013, 01:21 AM) *
Design and original intent has nothing to do with it. If you can inflict physical harm with an object, it is a physical weapon. Despite not being intended for usage as such, a toothbrush is a weapon in appropriate circumstances.
It also has to be a tool or at least an object that is separate from the user. You are claiming that parts of the user (hands feet, whatever) are weapons. I don't see that.


QUOTE (Umidori @ Mar 20 2013, 01:21 AM) *
We're not talking legislation, we're talking common sense and, more importantly, the mechanics of SR. A physical weapon is anything you can physically harm someone with. If you can deal damage with it in SR, and it isn't a Magical effect or environmental effect, it is a weapon.
In the SR context where does it say that magical effects are not weapons?

QUOTE (Umidori @ Mar 20 2013, 01:21 AM) *
A wet and limp noodle, for example, isn't a weapon - you can't possibly inflict any sort of physical harm with it. No GM would allow you to deal damage with it. A pencil, however, is a weapon - although unwieldy, you can kill or wound a person with it. Most GMs would allow you to use it as an improvised weapon, albeit a flimsy one that is likely to impose negative modifiers, suffer a low DV, and probably break after the first strike.
If you can't think of a way to do harm with a wet noodle, you are not trying hard enough (IMG:style_emoticons/default/wink.gif) At least with a lasagna sheet you could suffocate someone. If you cram long enough spaghetti or even better tagliatelle down someone's throat to block the larynx, you could achieve the same thing. But again those items noodles, pencils etc. are separate from the user, they are tools. They are not the user himself.


QUOTE (Umidori @ Mar 20 2013, 01:21 AM) *
It, doesn't actually. "In a broader context, weapons may be construed to include anything used to gain a strategic, material or mental advantage over an adversary."

Thus, blackmail can be a "weapon". Knowledge can be a "weapon". This is how the English language works. The concept of a "weapon" is a thing that gives you an advantage over an adversary. That is what a weapon is.
This again does not say that a weapon can be integral part of the user.


QUOTE (Umidori @ Mar 20 2013, 01:21 AM) *
The RAW you quote more closely supports my statement than yours. It specifically mentions the use of the human body in combat, and nowhere states that the human body itself is not a weapon.
IMHO that is not needed because in my understanding of plain English. It is even in the name itself. Unarmed combat means combat without arms (in the sense of weapons, not limbs obviously)

QUOTE (Umidori @ Mar 20 2013, 01:21 AM) *
Since you fail to indicate what exactly you mean by this, or what you define as "sufficient", or to expand in any meaningful or constructive way, I have no useful response to this blurb.
I meant that being able to deal damage is necessary for something to be classified as a weapon but not sufficient. Otherwise everything that deals damage is a weapon.


QUOTE (Umidori @ Mar 20 2013, 01:21 AM) *
By this logic, implanted cyberweapons cease to be weapons, as they are no longer separate from the user - not just physically, but magically as well, as they take up Essence.
They are still separate objects. They only canot be targeted separtely by magic.

QUOTE (Umidori @ Mar 20 2013, 01:21 AM) *
"A tool is any physical item that can be used to achieve a goal, especially if the item is not consumed in the process." And before you start on further pedantry, Wiktionary lists "item" as "a distinct physical object", and in turn lists "object" as "a thing that has physical existence". :eyeroll:
There you have it. Distinct. The tool must be distinct from the user. A hand is not.


@Stahlseele: Yes that's what the rules say. What it does not say is that hands and feet are weapons. Armed and unarmed melee attacks have been handled differently in SR for several editions. So there is nothing new.

[rules lawyering]The book suggests that limbs are not weapons:
QUOTE (SR4A p. 158')
Certain weapons (or the arms of a troll) are longer and allow an attacker to hit a target from a greater distance, giving him a slight edge in melee combat.
If limbs (of a troll) were weapons they would be included among weapons. So at least those limbs are separate from weapons.

The other problem is that the rules in Arsenal call for weapons with reach 0 or 1. All weapons and unarmed attacks without a positive reach are given the property reach - . So by very strict reading unarmed attacks do not qualify.
[/rules lawyering]

But I guess we have to agree to disagree here. I'm out of that part of the discussion.

*hands Automaton the thread*
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Automaton
post Mar 20 2013, 12:51 PM
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Hey thanks Dakka Dakka (IMG:style_emoticons/default/wink.gif)

Maybe if no has done any house rules on it I should just have my group try a couple of variations and see what happens..
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Mach_Ten
post Mar 20 2013, 01:02 PM
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QUOTE (Automaton @ Mar 20 2013, 12:51 PM) *
Hey thanks Dakka Dakka (IMG:style_emoticons/default/wink.gif)

Maybe if no has done any house rules on it I should just have my group try a couple of variations and see what happens..


Do you have access to the Martial arts rules in arsenal ?

they offer some flavour and are not *ALL* broken or OP. without just doubling up on the number of attacks and thus doubling potential DV.

alternatively, you could allow the splitting of dice pools for multiple attacks vs the same target ..
RAW allows versus multiple targets, but it's only a step further to allow against the same guy.

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Rubic
post Mar 20 2013, 02:49 PM
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QUOTE (Dakka Dakka @ Mar 20 2013, 07:24 AM) *
It also has to be a tool or at least an object that is separate from the user. You are claiming that parts of the user (hands feet, whatever) are weapons. I don't see that.
Irrelevant, considering facts presented, including real-world definitions and the RAW that YOU provided.
QUOTE
In the SR context where does it say that magical effects are not weapons?

If you can't think of a way to do harm with a wet noodle, you are not trying hard enough (IMG:style_emoticons/default/wink.gif) At least with a lasagna sheet you could suffocate someone. If you cram long enough spaghetti or even better tagliatelle down someone's throat to block the larynx, you could achieve the same thing. But again those items noodles, pencils etc. are separate from the user, they are tools. They are not the user himself.


This again does not say that a weapon can be integral part of the user.
More importantly, it does not PRECLUDE or EXCLUDE integral parts of the user from being considered weapons. I'm with you on the noodle thing, though. Hell, make it a run for somebody to do that, because their Johnson's boss wants an ironic end to the mark.
QUOTE
IMHO that is not needed because in my understanding of plain English. It is even in the name itself. Unarmed combat means combat without arms (in the sense of weapons, not limbs obviously)
Your opinion is superceded by both the dictionary definition, as well as rules as written. Unarmed combat is using the user's own body, not attacking without a weapon (RAW you provided). Restating, opinion is moot in the face of rules and definition provided.
QUOTE
I meant that being able to deal damage is necessary for something to be classified as a weapon but not sufficient. Otherwise everything that deals damage is a weapon.
I'll agree, dealing damage isn't sufficient. Dealing damage PURPOSEFULLY is, by provided definitions, and that, of course, would INCLUDE a person's own body as a possible weapon, as well as intangibles that don't even have physical form.
QUOTE
They are still separate objects. They only canot be targeted separtely by magic.

Many swordsmen would disagree, as would a few marksmen. The hand is the killer, the sword is but an echo.
QUOTE
There you have it. Distinct. The tool must be distinct from the user. A hand is not.
previously disproven by both RAW and dictionary definition.
QUOTE
@Stahlseele: Yes that's what the rules say. What it does not say is that hands and feet are weapons. Armed and unarmed melee attacks have been handled differently in SR for several editions. So there is nothing new.
The rules in SR4 DO NOT SAY that hands and feet ARE NOT weapons. Damage value IS provided for standard unarmed AND augmented unarmed attacks. By your rationale, that would contradict your point. Not mentioning something is not the same as specifically excluding it. Unarmed attacks are at least mentioned by damage code.
QUOTE
[rules lawyering]The book suggests that limbs are not weapons:
If limbs (of a troll) were weapons they would be included among weapons. So at least those limbs are separate from weapons.

The other problem is that the rules in Arsenal call for weapons with reach 0 or 1. All weapons and unarmed attacks without a positive reach are given the property reach - . So by very strict reading unarmed attacks do not qualify.
[/rules lawyering]

This would preclude LISTED weapons from the CORE RULE BOOK from being weapons, which they obviously are: Forearm Snapblade, Knife, Survival Knife, Sap, and Shock Glove. (SR4.5 pg 315, listed on the bottom of the page)

HOWEVER, stress again HOWEVER,

According to Arsenal, it WOULD include Unarmed Attacks using the Kick special maneuver (adds +1 reach to an Unarmed Attack). Your rules lawyering would support unarmed attacks being considered weapons, while depriving separate implements, both well-known and obscure, of the classification.
QUOTE
But I guess we have to agree to disagree here. I'm out of that part of the discussion.

*hands Automaton the thread*

Just as well.
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Automaton
post Mar 20 2013, 03:43 PM
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QUOTE (Mach_Ten @ Mar 20 2013, 02:02 PM) *
Do you have access to the Martial arts rules in arsenal ?

they offer some flavour and are not *ALL* broken or OP. without just doubling up on the number of attacks and thus doubling potential DV.

alternatively, you could allow the splitting of dice pools for multiple attacks vs the same target ..
RAW allows versus multiple targets, but it's only a step further to allow against the same guy.


@Rubic,
Seriously can we get this topic back to what I started it for instead of mega posts of unrelated discussions and opinions? Thanks.


@Mach_Ten,
I do have Arsenal yes. got the hardcover. (IMG:style_emoticons/default/smile.gif) The martial arts rules do offer some fun and useful options to add to your melee capabilities thats absolutely true. But it doesn't solve the "problem"

Allowing splitting up the dice pull on one target is a possibility, but it makes it a lot easier to dodge/block for the target. And melee is a lot easier to dodge then a bullet.
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Rubic
post Mar 20 2013, 04:03 PM
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sorry. Back on topic.

If I was going to make a change (legit or house-ruled), I'd say that a firearm in melee is subject to parrying. I'd also provide rules for pistol-whipping or rifle-butting somebody, either Improvised or Clubs as the skill, or an Arsenal-style maneuver that allows the Firearm Skill to be used to make that attack.

For Firearms, I'd house rule:

Unaimed Shot (Simple action), -2 or -3 dice to your attack, due to firing without taking proper aim. Does not stack with Attacker in Melee or Burst Fire, though it does stack with other modifiers.

Normal Shot (Complex action, Special: Simple action), normal roll, having at least sighted the target before pulling the trigger. If the target doesn't move much (is hiding behind cover, falls prone, is unconscious, etc), you can make further attacks as simple actions. Sighting a new target, or following a moving target, makes it a complex action again.

I know, this might be cumbersome to read, but it means you have to actually TRY to keep somebody in your sights, and makes shooting from the hip as difficult as it should be.
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Mach_Ten
post Mar 20 2013, 04:04 PM
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QUOTE (Automaton @ Mar 20 2013, 03:43 PM) *
@Mach_Ten,
I do have Arsenal yes. got the hardcover. (IMG:style_emoticons/default/smile.gif) The martial arts rules do offer some fun and useful options to add to your melee capabilities thats absolutely true. But it doesn't solve the "problem"

Allowing splitting up the dice pull on one target is a possibility, but it makes it a lot easier to dodge/block for the target. And melee is a lot easier to dodge then a bullet.


well, with some other things like Riposte it looks nice

AGI 8 + Blades 4 + Specialize 2 + Personal Grip 1 for example 15 DP

if you split that you get 2 attacks @ 6/6 then add in the modifiers which goes to 9/9 or 11/9 on a charge (I'd personally only apply the +2 once for the first attack but up to you)

and not forgetting the defence is lowered by one for the second chop and they are at -1 to shoot you AND -3 to shoot at anyone else

AND then reach on top for + dice or minus defense ..

and if you do enough you can knock them down and have +3 for better ground etc.

so your one attck at 17 ish DP can go to 2 attacks at 16/14 !! depending on situation

there's a lot to consider
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Automaton
post Mar 21 2013, 09:17 AM
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QUOTE (Rubic @ Mar 20 2013, 05:03 PM) *
sorry. Back on topic.

If I was going to make a change (legit or house-ruled), I'd say that a firearm in melee is subject to parrying. I'd also provide rules for pistol-whipping or rifle-butting somebody, either Improvised or Clubs as the skill, or an Arsenal-style maneuver that allows the Firearm Skill to be used to make that attack.

For Firearms, I'd house rule:

Unaimed Shot (Simple action), -2 or -3 dice to your attack, due to firing without taking proper aim. Does not stack with Attacker in Melee or Burst Fire, though it does stack with other modifiers.

Normal Shot (Complex action, Special: Simple action), normal roll, having at least sighted the target before pulling the trigger. If the target doesn't move much (is hiding behind cover, falls prone, is unconscious, etc), you can make further attacks as simple actions. Sighting a new target, or following a moving target, makes it a complex action again.

I know, this might be cumbersome to read, but it means you have to actually TRY to keep somebody in your sights, and makes shooting from the hip as difficult as it should be.


Thats actually pretty cool. (IMG:style_emoticons/default/smile.gif) Instead of messing with the melee rules, change the ranged rules. I'll show this the group to see what they think about it.
I like the idea of fast shooting from the hip being less acurate and a simple action, while actual aming and tracking of your target being a complex action. Thats quite true to real life too.

Thanks for the input!
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Automaton
post Mar 21 2013, 09:19 AM
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QUOTE (Mach_Ten @ Mar 20 2013, 05:04 PM) *
well, with some other things like Riposte it looks nice

AGI 8 + Blades 4 + Specialize 2 + Personal Grip 1 for example 15 DP

if you split that you get 2 attacks @ 6/6 then add in the modifiers which goes to 9/9 or 11/9 on a charge (I'd personally only apply the +2 once for the first attack but up to you)

and not forgetting the defence is lowered by one for the second chop and they are at -1 to shoot you AND -3 to shoot at anyone else

AND then reach on top for + dice or minus defense ..

and if you do enough you can knock them down and have +3 for better ground etc.

so your one attck at 17 ish DP can go to 2 attacks at 16/14 !! depending on situation

there's a lot to consider


I needed to read all that a couple times and look them upt.
You're right, you can get the dice up quite a bit like this, which makes splitting the dicepool a more effective possibility.
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RHat
post Mar 21 2013, 09:40 AM
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QUOTE (Mach_Ten @ Mar 20 2013, 10:04 AM) *
well, with some other things like Riposte it looks nice

AGI 8 + Blades 4 + Specialize 2 + Personal Grip 1 for example 15 DP

if you split that you get 2 attacks @ 6/6 then add in the modifiers which goes to 9/9 or 11/9 on a charge (I'd personally only apply the +2 once for the first attack but up to you)

and not forgetting the defence is lowered by one for the second chop and they are at -1 to shoot you AND -3 to shoot at anyone else

AND then reach on top for + dice or minus defense ..

and if you do enough you can knock them down and have +3 for better ground etc.

so your one attck at 17 ish DP can go to 2 attacks at 16/14 !! depending on situation

there's a lot to consider


Or: Agility 8 + Blades 6 + Improved Ability 3 + Specialize 2 + Personal Grip 1 + Weapon Focus 4, for a total of 24. Or, if making multiple attacks, 17 split to 9/8, with modifiers bringing those up to 16/15. Or three attacks at 13/13/12. Or four attacks at 12/11/11/11.
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Mach_Ten
post Mar 21 2013, 09:46 AM
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QUOTE (RHat @ Mar 21 2013, 09:40 AM) *
Or: Agility 8 + Blades 6 + Improved Ability 3 + Specialize 2 + Personal Grip 1 + Weapon Focus 4, for a total of 24. Or, if making multiple attacks, 17 split to 9/8, with modifiers bringing those up to 16/15. Or three attacks at 13/13/12. Or four attacks at 12/11/11/11.


yup and every slice lowers their defence against the next and any other guys that want to shoot at him ... you don't NEED to hit .. you just make him stand still while the guy with a big gun blows his head off !

actually thinking about it logically

you would not do four attacks at 12/11/11/11.

you would do 5 or 6 at 5/5/5/5/5/17

otherwuise notated : glance/glance glance/glance/glance/OVERHEADCHOPPYSMITEOFDOOM!

actually, all things considered there needs to be a limiting factor ... maybe you have 10 agility, but your logic or intuition only allows you to make a certain number of attacks per CT splitting this way, otherwise combat is going to be SLOW.

can only make a dice pool split to the lowest of your mental attributes (INT, LOG, WIL)

INT 3 is lowest can only split to 3 attacks
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RHat
post Mar 21 2013, 10:21 AM
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You can only split a melee dice pool to attack multiple targets, though - unless using two weapons, in which case you can get two attacks against one target. So there's already a limiter. There's also the limited amount of dice pool modifiers - Personalized Grip, Specialization, Reach, Weapon Focus, and the Attune Item metamagic.

Now, that does mean you can give a Troll 7 AGI, 6 Blades, Spec, Grip, Claymore Weapon Focus 4, Improved Ability, and total Reach 3. Pre-split pool is 15, modifiers come to 10. Can cleave through 5 people at 13 dice against each. Once he gets some serious progression (Initiate Grade 4, Attune Item, Magic 8, Weapon Focus (IMG:style_emoticons/default/cool.gif) , he gets modifiers totaling out to 16, so now those five attacks are at 19. At chargen, you can SURGE for Metagenetic Improvement and Elongated Limbs, letting you get the base pool up to 18 and the progressed modifiers up to 17.

Bigass troll with a Claymore? I suggest scatter.
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Mach_Ten
post Mar 21 2013, 10:27 AM
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QUOTE (RHat @ Mar 21 2013, 10:21 AM) *
You can only split a melee dice pool to attack multiple targets, though - unless using two weapons, in which case you can get two attacks against one target. So there's already a limiter. There's also the limited amount of dice pool modifiers - Personalized Grip, Specialization, Reach, Weapon Focus, and the Attune Item metamagic.


yes in RAW but we are talking about a Houserule here to make melee simple for His game only

and theorestically you can split a ATT 8 + Skill 4 pool into 12 iterative attacks and then add situation mods to each

that would be ridiculously boring and long winded

or Maybe the number of skill points in the Melee being used could be the limit, blades 4 = only 4 separate attacks?
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RHat
post Mar 21 2013, 10:39 AM
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QUOTE (Mach_Ten @ Mar 21 2013, 04:27 AM) *
yes in RAW but we are talking about a Houserule here to make melee simple for His game only

and theorestically you can split a ATT 8 + Skill 4 pool into 12 iterative attacks and then add situation mods to each

that would be ridiculously boring and long winded

or Maybe the number of skill points in the Melee being used could be the limit, blades 4 = only 4 separate attacks?


Firearms are limited in the same basic way, though - your simply action lets you attack once per weapon. May as well mirror the two.
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Falconer
post Mar 21 2013, 05:25 PM
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Rhat:
You can't use item attunement on a weapon focus.

That trick is primarily used by gun adepts since weapon foci only work for melee combat. But item attunement works for either and non-combat as well. It's simply weaker until you get a very high initiate grade... and won't help you in astral combat like a weapon foci would.
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RHat
post Mar 21 2013, 07:44 PM
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QUOTE (Falconer @ Mar 21 2013, 11:25 AM) *
Rhat:
You can't use item attunement on a weapon focus.

That trick is primarily used by gun adepts since weapon foci only work for melee combat. But item attunement works for either and non-combat as well. It's simply weaker until you get a very high initiate grade... and won't help you in astral combat like a weapon foci would.


Aha, must have missed that sentence. Thanks for pointing that out. Pretty minor different overall, though - only 2 dice per test coming off the progressed version.
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Rubic
post Mar 22 2013, 06:43 AM
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QUOTE (Automaton @ Mar 21 2013, 04:17 AM) *
Thats actually pretty cool. (IMG:style_emoticons/default/smile.gif) Instead of messing with the melee rules, change the ranged rules. I'll show this the group to see what they think about it.
I like the idea of fast shooting from the hip being less acurate and a simple action, while actual aming and tracking of your target being a complex action. Thats quite true to real life too.

Thanks for the input!

Considering I gave the idea, I would also like to clarify:

If you have a Ranged Attacker in Melee penalty going on, you disregard "Unaimed Shot." The current rules pretty much take that situation into account, anyways. Sighting the target and maintaining the target are, essentially, taking up a simple action in this way.

Example:
Detective Sterling has tracked a dangerous criminal to a not-so-abandoned warehouse. There's no time for her to call in back up through the official channels. Fortunately, she knows some people who are quick to respond for a "reasonable fee." Her team quickly gathers in the area, while she takes the time to scout out the warehouse with a Lone Star Eyeball. Since it was late at night, only a janitor was around, and her mark has already killed the poor guy. A minute and a half later, her heavy support is standing at her side, and a few more drones give them a good tactical layout of the area.

They move into position, but not without alerting their target. Their target bursts out from a door, letting loose two blind shots from his Super Warhawk. With 5 Agi + 4 Firearms + 2 Smartlink +2 Personlized Grip, -2 for Running, -4 Target behind cover -2 for not lining up his shots = dice pool of 5, then 4 (recoil). One of his shots goes wild, the second manages to sink in to the Street Sam through some boxes, denting his cyberarm.

Detective Sterling lines up her Manhunter, and though she's no true markswoman, she squeezes off a single shot with 3 Agi, +2 Pistols +2 specialty +2 Smartlink -1 firing from Cover and a nice +3 from the TacNet the team is running = 11 dice. She lands a solid hit, which her mark soaks about half, and we'd bother calculating, except ShyGuy, their friend on a nearby building, has been tracking this scumbag since the TacNet went up.

With a 5 (7) Agi + 5 Longarms +2 specialty in Rifles +2 Skill Boost (adept) +2 Smartlink +2 Personalized Grip, +3 for Aiming before the guy left the building +3 for the TacNet for 26 dice easily from his sniper nest. The mark goes down hard, only barely alive after a good soak roll. ShyGuy doesn't personally like this sort of scum, and since the mark isn't moving anymore, he can double-tap for only the cumulative Recoil penalty, offset by his Recoil Compensation. No plea bargain for this organ donor.

They wipe their presence away and disappear into the night, knowing she'll keep her end of the bargain. The RRT shows up to chastise Sterling about chasing this guy alone. The chief will be upset that his would-be informant died "crossing into the wrong gang's turf." He'll rage about it for a few weeks and make everybody in the precinct uncomfortable. He'll also be too upset to pay attention to the evidence locker for a while, making payment that much easier for the good detective.

Not the best example, I know, but it does present the rules in a basic format. Then again, it might be considered excessive when you look at all of the OTHER negatives that show up in the combat section.
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RHat
post Mar 22 2013, 07:38 AM
Post #100


Shooting Target
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I just have two questions:

1: Why is Personalized Grip (a recoil compensator) being added as a dice pool bonus?
2: Why is it valued at 2?
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