IPB

Welcome Guest ( Log In | Register )

3 Pages V  < 1 2 3 >  
Reply to this topicStart new topic
Cabral
post Nov 26 2008, 05:18 AM
Post #26


Moving Target
**

Group: Members
Posts: 734
Joined: 30-August 05
Member No.: 7,646



If you think strength is a little weak, how about a bruiser optional rule or quality? Such a character would substitute Strength for Agility on Unarmed Combat tests.
Go to the top of the page
 
+Quote Post
Tyro
post Nov 26 2008, 05:37 AM
Post #27


Shooting Target
****

Group: Members
Posts: 1,768
Joined: 31-October 08
From: Redmond (Yes, really)
Member No.: 16,558



QUOTE (TheOOB @ Nov 25 2008, 04:09 PM) *
You can just start adding min strength requirements to some weapons, giving the character a -1 recoil penalty for every point they are below the min number. Light pistols would be about 2, heavies would be 3, most longarms would be about 4, with heavy weapons at about a 5.
I really like that.

RE: Other posts:
I think heavy weapons should be Strength-linked, I agree, since much of their operation is pointing them in the right general direction and KEEPING them pointed there. However, grenade launchers should not be Heavy Weapons if that's the case. These aren't RPG's we're talking about; they just lob minigrenades with greater range and accuracy.

Sensor-enhanced gunnery already is Logic-based; check the errata. Agility-based gunnery is the guy up in the turret controlling the weapon manually.
Go to the top of the page
 
+Quote Post
TheOOB
post Nov 26 2008, 06:18 AM
Post #28


Running Target
***

Group: Members
Posts: 1,290
Joined: 23-January 07
From: Seattle, USA
Member No.: 10,749



QUOTE (Tyro @ Nov 26 2008, 01:37 AM) *
I really like that.


Thank you, it's a rule I have used for awhile now. It makes it so characters don't just dump strength out of hand when they are a ranged fighter, because with a below average strength you can only use small pistols without penalty. The 4 strength requirement for longarms seems a little harsh at first, until you see that most longarms have some recoil compensation, and the ones that don't(mainly shotguns and sniper rifles) often times have a very large kick.

One addition I forgot to mention, the numbers assume you are wielding the gun two handed, wielding a gun one handed raises the min strength by 1.
Go to the top of the page
 
+Quote Post
Tyro
post Nov 26 2008, 07:30 AM
Post #29


Shooting Target
****

Group: Members
Posts: 1,768
Joined: 31-October 08
From: Redmond (Yes, really)
Member No.: 16,558



QUOTE (TheOOB @ Nov 25 2008, 10:18 PM) *
*snip*
One addition I forgot to mention, the numbers assume you are wielding the gun two handed, wielding a gun one handed raises the min strength by 1.

Even for pistols?
Go to the top of the page
 
+Quote Post
sk8bcn
post Nov 26 2008, 11:24 AM
Post #30


Moving Target
**

Group: Members
Posts: 702
Joined: 21-August 08
From: France
Member No.: 16,265



Bah actually what this debate points out, is that in a 5th edition, strength could disappear and be merged with body, no?
Go to the top of the page
 
+Quote Post
ElFenrir
post Nov 26 2008, 12:14 PM
Post #31


Neophyte Runner
*****

Group: Members
Posts: 2,168
Joined: 15-April 05
From: Helsinki, Finland
Member No.: 7,337



QUOTE (Cabral @ Nov 26 2008, 01:18 AM) *
If you think strength is a little weak, how about a bruiser optional rule or quality? Such a character would substitute Strength for Agility on Unarmed Combat tests.


Good idea in theory, but in practice, unless it was very expensive, every single ork or troll would take it(well, troll anyway), and they would become too far ahead of the melee game again. Again, there is more to melee than just hitting things, and the elf with the 9 Agility and 9 Strength is rightfully more dangerous than the 5 Agility, 11 strength Troll. The Bruiser quality would be great for bruiser humans and elves(the former with no real advantage, and the elf would actually be giving himself a small kick in the pants unless he grabbed a level of Strength Optimization), but in the case of Orks and Dwarves, it suddenly becomes ''quite a bit better'', and for trolls it becomes ''yay, we win in melee all over again all the time.'' Had Trolls not been in the picture, it might have been a decent 15 point quality-since Dwarves and Orks, while they have a good Strength, it's still only a +2, AND Agility would still have lots of other uses that they could use, like other firearms, stealth, and the like. Ok, so trolls need stealth and the like too, but...I dunno, I still can't help but think it wouldn't work with them in the picture.

...damn. The more I look at this, the more trolls really do throw off the proverbial learning curve. I mean, it's a nice thought, though. I think Heavy Weapons(i agree, not Grenade Launchers) will be linked to Strength, and I'll try it out. I actually like the Strength Minimum for the firearms too; and this of course can be compensated for if you want to play someone who is more agile and the like with guns. (I have a human female gun expert that is not very large in body-healthy at a strength of 3. I really don't see her with a super-high Strength score, but to compensate, you better believe her guns are tricked out. (IMG:style_emoticons/default/grinbig.gif) ) I think that's partially what gun customization is about-you customize them to fit your strengths and weaknesses(as well as making them look awesome.) She doesn't use heavy weapons anyway. I use her as an example, because I actually think the minimum Str for guns would still allow for a variety of gunner types(agility OR strength based), but at the same time, make the Strength score useful for those who want to have it(by letting it add more recoil comp, for example.) In other words, it wouldn't force a ''High Strength For Gunners'' syndrome, but simply give it a benefit that the attribute needs. I really have to try it. (IMG:style_emoticons/default/smile.gif)


Now, I do recall that WoD had a thing where Martial Arts were linked to Agility(dexterity in the game), and Brawling to Strength. I...actually don't remember the difference off the top of my head, sadly. Since SR has the catchall Unarmed Combat, it might mean that dividing it up into two things-Martial Arts as the Agility based one, and Brawling as the Strength based one, would work. The difference? You can get Martial Arts qualities and maneuvers with Martial Arts, but not with Brawling. I suppose having Strength linked would be brawling's ''catch'', allowing trolls(or pimped orks/dwarves-or even bit bruisery humans and elves) to roll their huge dice with it, but honestly, I really don't see it being taken even with trolls-since most folks I know would rather have a list of maneuvers and other benefits than, on average, what turns out to be just a few more dice, unless you pump up ManBoar the Mighty's strength to the 13+ levels-and even then the 10 agility dood with mad martial arts has a bunch of maneuvers and other abilities that Manboar doesn't.

Go to the top of the page
 
+Quote Post
Stahlseele
post Nov 26 2008, 01:15 PM
Post #32


The ShadowComedian
**********

Group: Dumpshocked
Posts: 14,538
Joined: 3-October 07
From: Hamburg, AGS
Member No.: 13,525



QUOTE (sk8bcn @ Nov 26 2008, 12:24 PM) *
Bah actually what this debate points out, is that in a 5th edition, strength could disappear and be merged with body, no?

probably. alongside the switch to a D20 System


QUOTE (ElFenrir @ Nov 26 2008, 01:14 PM) *
Good idea in theory, but in practice, unless it was very expensive, every single ork or troll would take it(well, troll anyway), and they would become too far ahead of the melee game again. Again, there is more to melee than just hitting things, and the elf with the 9 Agility and 9 Strength is rightfully more dangerous than the 5 Agility, 11 strength Troll. The Bruiser quality would be great for bruiser humans and elves(the former with no real advantage, and the elf would actually be giving himself a small kick in the pants unless he grabbed a level of Strength Optimization), but in the case of Orks and Dwarves, it suddenly becomes ''quite a bit better'', and for trolls it becomes ''yay, we win in melee all over again all the time.'' Had Trolls not been in the picture, it might have been a decent 15 point quality-since Dwarves and Orks, while they have a good Strength, it's still only a +2, AND Agility would still have lots of other uses that they could use, like other firearms, stealth, and the like. Ok, so trolls need stealth and the like too, but...I dunno, I still can't help but think it wouldn't work with them in the picture.

...damn. The more I look at this, the more trolls really do throw off the proverbial learning curve. I mean, it's a nice thought, though. I think Heavy Weapons(i agree, not Grenade Launchers) will be linked to Strength, and I'll try it out. I actually like the Strength Minimum for the firearms too; and this of course can be compensated for if you want to play someone who is more agile and the like with guns. (I have a human female gun expert that is not very large in body-healthy at a strength of 3. I really don't see her with a super-high Strength score, but to compensate, you better believe her guns are tricked out. (IMG:style_emoticons/default/grinbig.gif) ) I think that's partially what gun customization is about-you customize them to fit your strengths and weaknesses(as well as making them look awesome.) She doesn't use heavy weapons anyway. I use her as an example, because I actually think the minimum Str for guns would still allow for a variety of gunner types(agility OR strength based), but at the same time, make the Strength score useful for those who want to have it(by letting it add more recoil comp, for example.) In other words, it wouldn't force a ''High Strength For Gunners'' syndrome, but simply give it a benefit that the attribute needs. I really have to try it. (IMG:style_emoticons/default/smile.gif)


Now, I do recall that WoD had a thing where Martial Arts were linked to Agility(dexterity in the game), and Brawling to Strength. I...actually don't remember the difference off the top of my head, sadly. Since SR has the catchall Unarmed Combat, it might mean that dividing it up into two things-Martial Arts as the Agility based one, and Brawling as the Strength based one, would work. The difference? You can get Martial Arts qualities and maneuvers with Martial Arts, but not with Brawling. I suppose having Strength linked would be brawling's ''catch'', allowing trolls(or pimped orks/dwarves-or even bit bruisery humans and elves) to roll their huge dice with it, but honestly, I really don't see it being taken even with trolls-since most folks I know would rather have a list of maneuvers and other benefits than, on average, what turns out to be just a few more dice, unless you pump up ManBoar the Mighty's strength to the 13+ levels-and even then the 10 agility dood with mad martial arts has a bunch of maneuvers and other abilities that Manboar doesn't.

yeah so? Trolls SHOULD own in CloseCombat . . being 2,5 to 3m tall, even if you're with a normal human built means you're a lot stronger than someone with a size of 1,8 to 2m . .
See those really big guys in Professional wrestling that can just pick up other people, hold them in the air and then throw them away again . . or Andre the Giant. i think he once tipped over a car alone . .
the main problem with close combat and agility is, that every net hit ups the DV instead of making it harder to get away from being hit . . it means that an elf with STR1 and maxed out agility can STILL do horrible damage, even without martial arts maneuvres . .
let's say STR1 and agility 11 . .
STR/2=0,5 but DV can not be below 1 i think . .
then let us add in a close combat skill at level 5 . . that makes 16 dice right there . .
chances are pretty good you're going to have more hits than the other guy, chances are you're going to have more NET hits too . .
if the other guy does not get a single hit(let's say a Troll with Agility 5, STR10 and Skill 5), the elf is probably going to hit the troll as hard as several guns would . .
now factor in things like bone-lace and martial arts and you can probably surpass most guns in raw damage . . especially, since the stun track tends to be shorter and most hits will do stun damage anyway by mostly lower impact armor than ballistic armor . .
Go to the top of the page
 
+Quote Post
Fuchs
post Nov 26 2008, 01:26 PM
Post #33


Dragon
********

Group: Members
Posts: 4,328
Joined: 28-November 05
From: Zuerich
Member No.: 8,014



16 dice - average of 5 hits.
If the other gets not a single hit, that's DV6 against a guy with no hits.
Troll with 10 dice, str. 10, average of 3 hits, DV8 against a guy with no hits.
Go to the top of the page
 
+Quote Post
sk8bcn
post Nov 26 2008, 03:00 PM
Post #34


Moving Target
**

Group: Members
Posts: 702
Joined: 21-August 08
From: France
Member No.: 16,265



QUOTE (Stahlseele @ Nov 26 2008, 02:15 PM) *
probably. alongside the switch to a D20 System


I just hope you joke there (IMG:style_emoticons/default/wink.gif)


Go to the top of the page
 
+Quote Post
ArkonC
post Nov 26 2008, 04:41 PM
Post #35


Moving Target
**

Group: Members
Posts: 536
Joined: 25-January 08
From: Can I crash on your couch?
Member No.: 15,483



QUOTE (sk8bcn @ Nov 26 2008, 05:00 PM) *
I just hope you joke there (IMG:style_emoticons/default/wink.gif)

I hope not, I'm dieing to play a lvl 5 Technomancer/lvl 3 rigger...
Go to the top of the page
 
+Quote Post
Apathy
post Nov 26 2008, 05:33 PM
Post #36


Running Target
***

Group: Members
Posts: 1,408
Joined: 31-January 04
From: Reston VA, USA
Member No.: 6,046



A bruiser quality allowing characters to use STR as their Melee skill wouldn't be as bad if the damage codes were changed for all melee weapons to use STR/3 instead of STR/2.

Thoughts?
Go to the top of the page
 
+Quote Post
Warlordtheft
post Nov 26 2008, 06:28 PM
Post #37


Neophyte Runner
*****

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



QUOTE (Stahlseele @ Nov 26 2008, 08:15 AM) *
probably. alongside the switch to a D20 System


NOOOOOO!!!!!!!!!



Back on topic. If you think about a troll's strength, it does give him a leg up in melee damage wise. It also helps with damage ouptut and carring capacity. I would have thought it would help out with armor too. That being said, strength is usful for a lot of labor related tasks, such as kicking in a door, moving an obstacle. Thing is, not alot of skill involved in those tasks.
Go to the top of the page
 
+Quote Post
ElFenrir
post Nov 26 2008, 08:21 PM
Post #38


Neophyte Runner
*****

Group: Members
Posts: 2,168
Joined: 15-April 05
From: Helsinki, Finland
Member No.: 7,337



QUOTE (Apathy @ Nov 26 2008, 01:33 PM) *
A bruiser quality allowing characters to use STR as their Melee skill wouldn't be as bad if the damage codes were changed for all melee weapons to use STR/3 instead of STR/2.

Thoughts?



Not that much of a change. Remember, as it stands now, the reason why Strength is kind of...useless(well, one of the reasons), is that the majority of this big melee damage you see comes from outside sources.

Like I described above, take a guy with Strength 7(base 4 damage). Add in +3 DV with martial arts(whatever kind), +3 DV for Bone Density 4, and if you still play with the old rules like we do, +1DV for hardliners(we use the old rules for +1DV flat to unarmed, rather than the damage code, it just sat better with us.) Of his 11 DV, only four of that comes from Strength.

If it were Str/3(round up, like it is), he would be at...a base 2 or 3. It could actually hurt Strength even more than it already is. It's already usually less than half of any melee damage. Even in the case of weapons-this same guy with a 7 strength with an axe(Str/2+4), and +2DV from a blade martial art, does 10 damage. Again, less than half of it is from Strength.

It wouldn't change it much...and the change would be for the worse, though. Instead of:

Str 1-2: 1
3-4: 2
5-6: 3
7-8: 4
9-10: 5

It would look:

Str 1-3: 1
4-6: 3
7-9: 3
10-12: 4

Hmm...actually, it would only really change it by about -1DV in most of these situations...and again, the majority of the damage comes from outside sources.

It's a tough situation. Make it plain Str+Whatever damage without dividing it, and it does become too powerful. In the end, though, I don't think DV is what is making Strength suffer, it's just it's general use.

As for trolls now, I still think it's their high Body, bonus armor and bonus Reach that gives them more of the melee advantage than their Strength, since the difference between the 7 Strength whatever and the 9 Strength troll is again, only 1 DV. I also don't think that the big guy should automatically be the best in the world at melee, which is one benefit to the halved Strength. I've known plenty of big people who weren't as strong as folks who were smaller. Honestly, some of the strongest people I know are more or less of average height.

So far, the best suggestions:

-Making it count more for Recoil(Muspel's chart seems like it would work quite well)
-Try to tack a few more skills onto it(Heavy Weapons for one)
-Awhile back, someone suggested using it to help count for Armor. I still kind of like this idea. It's more math, but I would take the average of Body and Strength(round up), and then double that for the max armor you can wear before you take penalities(so a 8 body, 3 strength Ork would be able to wear 12 points of armor before taking a penalty(8+3=11/2=5.5, round up to 6, times 2.)
-Firearms with a minimum strength, as mentioned, could also work. This wouldn't prevent the 2 strength person from using a shotgun, they would just have to make sure to get a couple extra points of recoil(and honestly, it's not that hard to come by.) Small, agile gunners would still be plenty playable, since I notice in many builds those types lean more toward heavy pistols or SMGs more often than the heavy honkin' stuff, anyhow.

Those few things could be a good start, at least. Other things, like encumberance rules, could be used as well, but again, those add more math/bookkeeping to the whole thing.



Go to the top of the page
 
+Quote Post
Cabral
post Nov 26 2008, 08:42 PM
Post #39


Moving Target
**

Group: Members
Posts: 734
Joined: 30-August 05
Member No.: 7,646



QUOTE (ElFenrir @ Nov 26 2008, 04:21 PM) *
Not that much of a change. Remember, as it stands now, the reason why Strength is kind of...useless(well, one of the reasons), is that the majority of this big melee damage you see comes from outside sources.

Then, why don't we take a page from dice pools? The maximum melee DV is 75% of your augmented strength (or, if you prefer, 150% of your augmented strength/2).
Go to the top of the page
 
+Quote Post
ElFenrir
post Nov 26 2008, 08:52 PM
Post #40


Neophyte Runner
*****

Group: Members
Posts: 2,168
Joined: 15-April 05
From: Helsinki, Finland
Member No.: 7,337



Well, that would again, lead to other problems.

Limiting Magic DV wouldn't make sense. Critical Strike, for example, is pure magic. It doesn't matter if the person is strength 3 or strength 9, it tacks on +6 DV if you have a 6 Magic. It really isn't connected to Strength.

I actually thought about what you said-limiting DV bonuses due to Strength, but then, that would sweep the pendulum over to ''now all melee-ers will be adepts.'' Granted, melee adepts needed a bit of help, and this would give it to them-but it would give it to them a bit too much. You basically couldn't play the ''little guy that's going to dooo something!'' (yes, Yakuza vs. Mafia reference (IMG:style_emoticons/default/grinbig.gif) ) , unless he was an Adept. Again, I can't think of a logical reason to say ''you can't have more than +3 Critical Strike unless you have more than a 3 Strength), unless you changed the way the very power worked(somehow connecting it to strength instead of magic.)

This could actually make adepts even more desireable, to the point of too much so. Say the 3 Strength adept is limited to a max of +4 DV through mundane means. He grabs this. He also gets 6 levels of Critical Strike, bringing his DV to 12 anyway. The mundane guy with a 3 strength? If he's limited to +4...yeah. Why even play a mundane fighter anymore?

This is the tough part I was thinking of. I want to make it more useful, while not overly punishing people who might want to play the kickass old guy whose skill says more than his strength. There should be room for both. I mean, yes...the 9 Strength guy does get +3 DV over the 3 strength guy, which is an advantage...but it's also a little less of an advantage than you'd think. But...help too much on the higher end, and then it unbalances in another way.

This is why I think the key lies into giving Strength more utility, rather than raw damage.
Go to the top of the page
 
+Quote Post
Tyro
post Nov 26 2008, 08:53 PM
Post #41


Shooting Target
****

Group: Members
Posts: 1,768
Joined: 31-October 08
From: Redmond (Yes, really)
Member No.: 16,558



Edit: Never mind.
Go to the top of the page
 
+Quote Post
Mikado
post Nov 26 2008, 08:59 PM
Post #42


Moving Target
**

Group: Members
Posts: 337
Joined: 1-September 06
From: LI, New York
Member No.: 9,286



An option for Trolls and Orks might be to halve the strength bonus (round down) and use that as a melee damage bonus directly. Trolls get +2 strength and +2 damage while Orks get +2 strength and +1 damage bonus. that, however, makes dwarves, orks and trolls have the same base strength which might seem as a negative to many people. Well... you could also do the same for the dwarf then... +1 strength and +1 damage bonus...


just an idea...
Go to the top of the page
 
+Quote Post
Muspellsheimr
post Nov 26 2008, 09:04 PM
Post #43


Neophyte Runner
*****

Group: Members
Posts: 2,336
Joined: 24-February 08
From: Albuquerque, New Mexico
Member No.: 15,706



QUOTE (ElFenrir @ Nov 26 2008, 01:21 PM) *
-Making it count more for Recoil(Muspel's chart seems like it would work quite well)
-Try to tack a few more skills onto it(Heavy Weapons for one)
-Awhile back, someone suggested using it to help count for Armor. I still kind of like this idea. It's more math, but I would take the average of Body and Strength(round up), and then double that for the max armor you can wear before you take penalities(so a 8 body, 3 strength Ork would be able to wear 12 points of armor before taking a penalty(8+3=11/2=5.5, round up to 6, times 2.)
-Firearms with a minimum strength, as mentioned, could also work. This wouldn't prevent the 2 strength person from using a shotgun, they would just have to make sure to get a couple extra points of recoil(and honestly, it's not that hard to come by.) Small, agile gunners would still be plenty playable, since I notice in many builds those types lean more toward heavy pistols or SMGs more often than the heavy honkin' stuff, anyhow.

Being my idea, I believe increasing the Recoil Compensation is the way to go.

More skills being Strength-based would help, but I honestly do not see any of the current ones being moved to Strength.

I suggest avoiding making Armor Encumbrance Strength-based. Weight Encumbrance is fair game, but difficult with the weightless abstract system. If you do use Strength, I suggest using Body+Strength, instead of Body-Strength Average x 2. Simpler, cleaner; will most likely reduce the amount of armor people can wear though.

Strength requirements for firearms would work, but I will avoid it as unnecessarily complicated.

QUOTE (Cabral @ Nov 26 2008, 01:42 PM) *
Then, why don't we take a page from dice pools? The maximum melee DV is 75% of your augmented strength (or, if you prefer, 150% of your augmented strength/2).

Provides unnecessary complication to the system. Also, the example of the difference between Strength 3 & 7 being only 2DV - might I point out that 2DV is also the difference between a holdout & assault rifle? 2DV is actually quite a bit. Yes, the majority of melee damage usually comes from the weapon, but Strength does make a noticeable difference.

And finally, the problem with the Brawler quality, in addition to the possible balance issues already addressed, Strength allows you to hit things harder, not hit things. This is one of the many major problems I have with d20 - in melee, Agility rightfully determines your ability to hit your target, & Strength determines the base damage you inflict. Net Hits on your attack add to damage to reflect better aim - the greater your Net Hits, the more vital an area you strike.
Go to the top of the page
 
+Quote Post
ElFenrir
post Nov 26 2008, 09:22 PM
Post #44


Neophyte Runner
*****

Group: Members
Posts: 2,168
Joined: 15-April 05
From: Helsinki, Finland
Member No.: 7,337



Somehow, 2DV looks like a lot when you look at guns, but with melee, it looks like less. It might just be my perception of the whole thing; but it somehow does. Like, when I hear about the holdout vs. assault rifle, I'm thinking ''yeah, the AR is quite a bit more powerful.'' When I think of the Strength 7 guy with the axe doing 2DV more than the Strength 3 guy, I somehow think ''that's it?'' I'm not sure why. Likewise, the same thing when I look at the 7P of a sport rifle vs. the 9P of the assault cannon. That's another ''that's it?'' moment for me. Not sure why, just an odd perception thing.

It might just be a case of stuff I've seen in game. I've seen far more assault rifles take people apart than I have holdouts, thus I think ''yeah, they're quite a bit more powerful.'' However, I've seen plenty of Strength 3 people take people apart with an axe perfectly easily, and it wasn't that much more difficult than the Strength 7 person.
Go to the top of the page
 
+Quote Post
Apathy
post Nov 26 2008, 09:40 PM
Post #45


Running Target
***

Group: Members
Posts: 1,408
Joined: 31-January 04
From: Reston VA, USA
Member No.: 6,046



QUOTE (Muspellsheimr @ Nov 26 2008, 04:04 PM) *
And finally, the problem with the Brawler quality, in addition to the possible balance issues already addressed, Strength allows you to hit things harder, not hit things. This is one of the many major problems I have with d20 - in melee, Agility rightfully determines your ability to hit your target, & Strength determines the base damage you inflict. Net Hits on your attack add to damage to reflect better aim - the greater your Net Hits, the more vital an area you strike.

I'm not sure that I entirely agree. In most martial arts, we're getting hit by our opponents all the time, but we use our defensive skill to mitigate the damage by absorbing it on a more resilient body part, or turning so that a solid blow becomes a glancing blow at an oblique angle. With enough strength differential, blocking a roundhouse kick with your shin just leaves you with a broken tibia. If I'm fighting someone with the power of a charging rhino he doesn't need to land clean blows precisely on a vulnerable location in order to strike a debilitating blow.

This isn't really reflected well by the existing rules. Maybe it would be more accurate to house-rule that each turn both combatants took damage from the other (at the standard Str/2 plus modifiers) and had to lower the damage recieved using a body+/-net hits damage resistance roll. This might create something more like my personal experiences, where I usually felt pretty worked over even after winning a fight.
Go to the top of the page
 
+Quote Post
Muspellsheimr
post Nov 26 2008, 09:44 PM
Post #46


Neophyte Runner
*****

Group: Members
Posts: 2,336
Joined: 24-February 08
From: Albuquerque, New Mexico
Member No.: 15,706



Which is where the base DV from Strength comes in. Remember, on average, Strength provides more damage per point than Agility.

Also, in most martial arts (including all the ones I take seriously - karate is good for discipline, & that's about it), you are deflecting/avoiding blows, not blocking them. When you block, you reduce the damage you take, but do not negate it - when you deflect or avoid, you negate the damage, & can often throw your opponent off balance, & end the conflict.
Go to the top of the page
 
+Quote Post
Cthulhudreams
post Nov 26 2008, 09:58 PM
Post #47


Runner
******

Group: Members
Posts: 2,650
Joined: 21-July 07
Member No.: 12,328



The reason why 2 DV is worth less on a melee weapon is that melee weapons cannot be used at range.
Go to the top of the page
 
+Quote Post
Apathy
post Nov 26 2008, 10:05 PM
Post #48


Running Target
***

Group: Members
Posts: 1,408
Joined: 31-January 04
From: Reston VA, USA
Member No.: 6,046



I think we both have different perceptions of what's effective then, which are based on our own styles and experiences. My experiences came from Muay Thai and Boxing, and sparring included lots of blocking and mitigating damage by arranging for it to hit less vulnerable areas. If you can go multiple rounds in a boxing ring without your opponent connnecting with you then you're a lot better at it than I ever was...
Go to the top of the page
 
+Quote Post
Tyro
post Nov 26 2008, 10:10 PM
Post #49


Shooting Target
****

Group: Members
Posts: 1,768
Joined: 31-October 08
From: Redmond (Yes, really)
Member No.: 16,558



QUOTE (Cthulhudreams @ Nov 26 2008, 01:58 PM) *
The reason why 2 DV is worth less on a melee weapon is that melee weapons cannot be used at range.

It isn't just the DV difference that makes larger guns deadly. It's suppressive fire, long bursts, short bursts, wide bursts, narrow bursts... you can't spray & pray with holdouts or brass knuckles.

[Edit]: Minor clarification.
Go to the top of the page
 
+Quote Post
Muspellsheimr
post Nov 26 2008, 10:16 PM
Post #50


Neophyte Runner
*****

Group: Members
Posts: 2,336
Joined: 24-February 08
From: Albuquerque, New Mexico
Member No.: 15,706



A trained Aikido martial artist (for example) can deflect a strike, & in doing so move you off balance and take control of your body through joint-manipulation. Or one of many different things.

Different martial arts have different tactics, but in general the ones that deflect are far superior to the ones that block. As I said, blocking reduces the damage you take, while deflecting negates it. In addition, if you block, you are going to continue as you have been - if you deflect, you likely open the opponent up for a counterattack (often included as part of the deflection), or at the very least allows you to gain a better position.


It is difficult to explain - I would suggest looking into Aikido to begin with. Find a skilled instructor, and observe what they can do. Participate if you can.
Go to the top of the page
 
+Quote Post

3 Pages V  < 1 2 3 >
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 17th May 2025 - 04:18 AM

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.