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#26
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,962 Joined: 27-February 13 Member No.: 76,875 ![]() |
Then why should a high-body troll suffer such a massive penalty then? I never said the existing structure was perfect. I do like the idea of evening out the penalties suffered, basing when they're suffered perhaps on the overall length of the condition monitor. |
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#27
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
Just ditch the variable track lengths and give everyone the same number of boxes regardless of their attributes.
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#28
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,962 Joined: 27-February 13 Member No.: 76,875 ![]() |
... That doesn't sound like a great idea to ma.
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#29
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
I'd have to look into it, but I think that's how it was done in SR3.
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#30
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
Done up to and including SR3, actually (it was around for a long time, though it evolved). Everyone used to have a set condition monitor with the same number of boxes, weapon damages were (initially) a lot more fixed (doing either 1, 3, 6, or 9 boxes base), and all kinds of stuff worked very, very, differently than it does in SR4.
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#31
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,962 Joined: 27-February 13 Member No.: 76,875 ![]() |
Was there a satisfying way to build "big and tough" concepts? Seems like that's the risk in having everything fixed like that.
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#32
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Mr. Quote-function ![]() ![]() ![]() Group: Dumpshocked Posts: 1,316 Joined: 26-February 02 From: Somewhere in Germany Member No.: 1,376 ![]() |
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#33
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
1,3,6,10 in accordance to the main condition monitor's damage levels of L,M,S,D and their associated number of boxes. Well, I know what I meant to type there, even if I was betrayed by falling into the 3-6-9 pattern. (IMG:style_emoticons/default/wink.gif) Ah, good ol' Deadly base damage. You were truly sick. Some days I miss Light, Moderate, Serious, and Deadly. But mostly Deadly. |
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#34
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 681 Joined: 23-March 10 From: Japan Member No.: 18,343 ![]() |
Well, I know what I meant to type there, even if I was betrayed by falling into the 3-6-9 pattern. (IMG:style_emoticons/default/wink.gif) Ah, good ol' Deadly base damage. You were truly sick. Some days I miss Light, Moderate, Serious, and Deadly. But mostly Deadly. I often miss L, M, S, D damage codes. @RHat, Yes, you could easily build the "tough guy" build. |
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#35
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Mr. Quote-function ![]() ![]() ![]() Group: Dumpshocked Posts: 1,316 Joined: 26-February 02 From: Somewhere in Germany Member No.: 1,376 ![]() |
Was there a satisfying way to build "big and tough" concepts? Seems like that's the risk in having everything fixed like that. High body for damage resistance in combination with armor (which acted as a reduction of the varying TN) and moderate to high Quickness to wear higher armor values without penalties. Particularly trolls with double digit body stats and maximized armor usually shrugged off attacks that didn't include sniper rifles, full auto with machine guns or assault cannons |
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#36
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,962 Joined: 27-February 13 Member No.: 76,875 ![]() |
Ah, that would get around that issue - and the difference in damage mechanics is a reason why a static condition monitor might not work so well in SR4.
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#37
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Moving Target ![]() ![]() Group: Members Posts: 202 Joined: 24-May 13 From: UCAS Member No.: 103,046 ![]() |
High body for damage resistance in combination with armor (which acted as a reduction of the varying TN) and moderate to high Quickness to wear higher armor values without penalties. Particularly trolls with double digit body stats and maximized armor usually shrugged off attacks that didn't include sniper rifles, full auto with machine guns or assault cannons or manabolts. |
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