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Specialis
post Jan 30 2009, 03:20 PM
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So a couple days ago a ran my first game of SR4 ever and I encountered a couple problems that i was hoping you guys could help with. Since we are all new all we did was a practice combat and some role play. Anyway, the first problem deals with dodging bullets. If I understand the rules correctly the attacker roles their agility plus relevant skill plus modifiers vs. the attackers reaction. The problem is, does the defender have to try to dodge? I had one player get injured and had a -2 penalty. His total reaction was a 4 so he was rolling two die to dodge. He got a critical glitch as one of the die was a 1 and the other a 4. I wasn't quite sure how to handle this so I simply increased the damage by 2. we got into a discussion though that in that situation you are almost better off just taking the damage not not risking a glitch with only 2 die than trying to dodge. Are we missing something? The second issue dealt with recoil and multiple passes. a guy had a machine gun and was firing burst. so first shot first pass -2 dice, second shot first pass -3 dice, then first shot second pass it seems like the book says that it is back down to a -2. I feel like I am missing something as that is nine bullets in about three seconds. Of course I simply be trying to force 3rd ed. recoil rules into a different system. Hope you guys can help. thanks.
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DireRadiant
post Jan 30 2009, 03:27 PM
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QUOTE (Specialis @ Jan 30 2009, 11:20 AM) *
Anyway, the first problem deals with dodging bullets. If I understand the rules correctly the attacker roles their agility plus relevant skill plus modifiers vs. the attackers reaction. The problem is, does the defender have to try to dodge? I had one player get injured and had a -2 penalty. His total reaction was a 4 so he was rolling two die to dodge. He got a critical glitch as one of the die was a 1 and the other a 4. I wasn't quite sure how to handle this so I simply increased the damage by 2. we got into a discussion though that in that situation you are almost better off just taking the damage not not risking a glitch with only 2 die than trying to dodge. Are we missing something?


Sounds fine, only option not gone over was Edge. That could have been used to add to the roll, reroll, or to avoid the glitch. Also buying hits, which would have meant no hits is a possibility.

What the critical glitch effect was could have changed, but the extra 2 DV seems to be in an appropriate range. It might be fun to look at other possible penalties or effects, there's no limit to what you can do with it really. For example, "Shot in the leg." which will reduce your movement by 2 meters until you'r healed. A minor inconvenience that could add some flavor to the scene.
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raggedhalo
post Jan 30 2009, 03:57 PM
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Recoil first: the recoil only applies within each Initiative Pass. So, yeah, it goes:

First IP: First burst causes -2 recoil penalty, second burst has a -5 recoil penalty
Second IP: First burst causes -2 recoil penalty, second burst has a -5 recoil penalty

And so on. Or, if they had one point of recoil comp:

First IP: First burst causes -1 recoil penalty, second burst has a -4 recoil penalty
Second IP: First burst causes -1 recoil penalty, second burst has a -4 recoil penalty

Etc. etc.

As for your first question, the defender _must_ roll their Reaction and risk the glitch or critical glitch -- it's not fair on the attacker otherwise. As DireRadiant points out, they can always spend Edge to negate the effects. An example glitch might be falling prone or something, whereas a critical glitch might cause half a D6 of extra boxes of damage or bring in the Heavy Damage rules from Augmentation.
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Heath Robinson
post Jan 30 2009, 09:28 PM
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The guy had a Machine Gun? Heavy weapons double post-compensated recoil.

First burst: -4
Second burst: -10

It resets each action phase.
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Wesley Street
post Jan 30 2009, 09:36 PM
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Check out Aaron's cheat sheets. They make life much easier for a beginning player. They did for me. Here's the one for ranged combat.
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Muspellsheimr
post Jan 30 2009, 09:41 PM
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QUOTE (raggedhalo @ Jan 30 2009, 08:57 AM) *
As for your first question, the defender _must_ roll their Reaction and risk the glitch or critical glitch -- it's not fair on the attacker otherwise.

Bullshit. Dodging is an action, and as with all actions, is optional. Also, how the fuck is a guaranteed hit with 1+ success "not fair" to the atacker?
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The Pat
post Jan 30 2009, 09:54 PM
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For clarification:

The defender is assumed to be dodging (i.e. try not to just stand there for target shooting) whenever he is aware of the attack. This is what he is rolling reaction for. The optional "full dodge" means that the defender is doing nothing but trying to avoid getting hit, and this gives him reaction + dodge to avoid being shot.

SR rules are "favoring" the attacker, which is not too unrealistic IMO. If you just stand in the open, a trained shooter willl get to you. A GM should be aware to include all negative attack modifiers for visibility, cover and movement (attacker and target), which will reward a target tat is using cover to his advantage.

But even with these modifiers most skill shooters will hit with nearly every attack where the target is not using the full dodge option.

As for recoil:
As stated above correctly, recoil resets after each IP (RAW version). We felt that this is "unrealistic", since someone shooting over multiple rounds/IPs should suffer a build up of recoil. Our houserule is that recoil carries over from round to round (or IP to IP if you will [we do not allow multiple IPs, but that is a controversial topic in itself]). In order to "reset" recoil to zero, the shooter has to spend one action not shooting (he might do other things with that action, so it is not a lost action)

Hope this helps,

The Pat
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Method
post Jan 30 2009, 10:57 PM
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I think The Pat hit the nail on the head. Nobody stands in the midst of a gun fight and waits to get shot. Its ingrained in our fight or flight response- detect threat, assess threat, posture as appropriate. At the very least you lower your head or crouch down to make yourself a smaller target.

[edit] This is also why the use of the word "dodge" in a firearms context really makes me cringe. To me, that word implies volition, and the idea of consciously dodging bullets is just goddamn silly.
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Kev
post Jan 31 2009, 12:27 AM
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QUOTE (Method @ Jan 30 2009, 05:57 PM) *
I think The Pat hit the nail on the head. Nobody stands in the midst of a gun fight and waits to get shot. Its ingrained in our fight or flight response- detect threat, assess threat, posture as appropriate. At the very least you lower your head or crouch down to make yourself a smaller target.

[edit] This is also why the use of the word "dodge" in a firearms context really makes me cringe. To me, that word implies volition, and the idea of consciously dodging bullets is just goddamn silly.


Friend of mine once ran a campaign where the runners broke into an animal experimentation facility. Once inside, a bear with muscle augmentation attacked the team.
The team fired on him, and the bear, believe it or not, made a successful dodge test against an automatic weapon.

From here on out, when talking about ranged combat dodging, we fondly remember "Matrix Bear" and his Keanue Reeves-esque dodging of submachinegun fire. (IMG:style_emoticons/default/biggrin.gif)
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Critias
post Jan 31 2009, 04:53 AM
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QUOTE (Method @ Jan 30 2009, 05:57 PM) *
This is also why the use of the word "dodge" in a firearms context really makes me cringe. To me, that word implies volition, and the idea of consciously dodging bullets is just goddamn silly.

I'm torn between "Well, look who's not 'The One,' everybody!" and "Pfft, with an attitude like that, of course it doesn't work when you try to dodge bullets!"

But I just can't pin down which amusing one-liner to go with.
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wind_in_the_ston...
post Jan 31 2009, 06:22 AM
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If you were doing something else, and not really paying attention to the shooter, I could see forgoing a dodge roll. Maybe with a Willpower test? But if it was just you and the shooter, and you wanted not to dodge, I'd probably give the shooter a bonus, since you're willfully standing there and staring at him.

But bear in mind that deciding not to dodge is making use of metagame knowledge. A person wouldn't really be aware of the risk. Besides, the glitch shouldn't necessarily make whatever happened even worse. Above all, it should be interesting. For example, not "you take even more damage," but "you get shot and fall off the ledge." "So that means I'm no longer a target, right?"
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Rad
post Jan 31 2009, 08:54 AM
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QUOTE (Method @ Jan 30 2009, 02:57 PM) *
I think The Pat hit the nail on the head. Nobody stands in the midst of a gun fight and waits to get shot. Its ingrained in our fight or flight response- detect threat, assess threat, posture as appropriate. At the very least you lower your head or crouch down to make yourself a smaller target.

[edit] This is also why the use of the word "dodge" in a firearms context really makes me cringe. To me, that word implies volition, and the idea of consciously dodging bullets is just goddamn silly.


You're not dodging the bullets, you're dodging the hand holding the gun. (IMG:style_emoticons/default/biggrin.gif)

On a related note, my character managed to dodge a wide burst from an Ares HVAR during tonight's session. That -11 penalty doesn't mean as much when you've got a dicepool of 26. One thing to keep in mind is that shadowrun characters are typically *much* better at what they do than any RL human could be. For a guy with Move-by-Wire, Reaction Enhancers, and a rating 4 tacnet, maybe dodging bullets isn't so silly.
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TheOOB
post Jan 31 2009, 09:07 AM
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Shadowrunners should only engage enemies on their own terms, and any fight where you don't have superior firepower and/or better positioning is one you might lose.

SR combat is deadly, don't forget that. The rules give attackers lots of advantages, especially if they get surprise.
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Rad
post Jan 31 2009, 09:25 AM
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Heh, did I mention the guy had full cover, as he was firing his smartgun from around the corner of some metal cargo containers? Or that he and his team had completely ambushed us?

I caught up and cut his gun in half. I'd feel better about it, but I was aiming for him.
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Method
post Jan 31 2009, 04:38 PM
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QUOTE (Rad @ Jan 31 2009, 12:54 AM) *
You're not dodging the bullets, you're dodging the hand holding the gun. (IMG:style_emoticons/default/biggrin.gif)

Yeah yeah. Not a debate I care to have again. Suffice to say thats closer to reality but still a little unrealistic.

Also, I'm not arguing that the Dodge mechanic itself if wrong- its kind of essential to preserving the defender in the context of SR's ultra-lethal ranged combat where people almost never miss. I just think it should be explained differently as it really represents tactical movement, use of cover, avoiding enemy fields of fire, knowing when to bound and when to hunker down, etc... Its just the word "dodge" that makes me want to kill kittens.
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Dark Talon
post Jan 31 2009, 11:23 PM
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QUOTE (Rad @ Jan 31 2009, 01:25 AM) *
Heh, did I mention the guy had full cover, as he was firing his smartgun from around the corner of some metal cargo containers? Or that he and his team had completely ambushed us?

I caught up and cut his gun in half. I'd feel better about it, but I was aiming for him.


Thanks for that by the way. He was meant to get into melee with me (thus his melee reinforced handguns) and then use his gun-fu to pwn me (IMG:style_emoticons/default/nyahnyah.gif) Instead, I spent the entire combat standing on an exploded bike, amidst raining white hot fire, dodging sniper fire and machinegun rounds from flying drones. At least until my last pass where I said screw it, and quick-drew my custom built gauss rifle and shot the troll sniper from 200 meters away.

<_<

I guess dodging bullets doesn't sound -so- crazy now :3

back on topic though. I tend to avoid punishing critical (defender) glitches with more damage. They're already screwed, no need to make the player feel worse. Make something interesting happen! Like being shot in the leg, or knocked behind cover. If its that bad, you can inflict the massive amounts of damage, and then still help them out in some small way so that the game can continue and be fun.
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Rad
post Jan 31 2009, 11:35 PM
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Oh, he was meant to kill you?

No wonder the fragger dodged so well. Makes me kinda proud to have been holding my own with just a 400 BP 34 karma backup character. (IMG:style_emoticons/default/biggrin.gif)
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Method
post Feb 1 2009, 02:49 AM
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QUOTE (Dar Talon @ Jan 31 2009, 04:23 PM) *
I guess dodging bullets doesn't sound -so- crazy now :3

Wow! You're right!! That totally realistic scenario you just described has utterly shattered my long-held belief that bullets cannot be dodged. I have seen the light!
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raggedhalo
post Feb 1 2009, 06:41 PM
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QUOTE (Muspellsheimr @ Jan 30 2009, 05:41 PM) *
Bullshit. Dodging is an action, and as with all actions, is optional. Also, how the fuck is a guaranteed hit with 1+ success "not fair" to the atacker?


Nope. Dodging requires no action (declaring Full Dodge does, but that isn't what we're talking about here) and combat is handled as an Opposed Test. As Shadowrun includes no rules for "relenting" on tests, then the target must roll their Reaction (plus Dodge, Unarmed Combat or weapon skill if in melee) plus or minus any modifiers as per page 139 of the BBB.
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RedeemerofOgar
post Feb 2 2009, 09:52 PM
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QUOTE (wind_in_the_stones @ Jan 31 2009, 02:22 AM) *
If you were doing something else, and not really paying attention to the shooter, I could see forgoing a dodge roll. Maybe with a Willpower test? But if it was just you and the shooter, and you wanted not to dodge, I'd probably give the shooter a bonus, since you're willfully standing there and staring at him.


Rather than giving the shooter extra dice, I'd probably just let them purchase successes at the usual 4:1 ratio.
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Dark Talon
post Feb 7 2009, 08:41 AM
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QUOTE (Method @ Jan 31 2009, 06:49 PM) *
Wow! You're right!! That totally realistic scenario you just described has utterly shattered my long-held belief that bullets cannot be dodged. I have seen the light!


Oh, I completely agree with you if we were playing a game that was trying to mimic reality. Game mechanically speaking, since I was on full defense for every initiative pass in the combat, my character just stood there over his demolished bike and never moved, and yet didn't get hit, either. Were I to try and describe this in some other way, I would probably have the character doing something else, and perhaps have him move (even though movement isn't allowed, since I was sacrificing my action to do full dodge) somewhere towards cover to explain him being un-hit by a spray of automatic fire from drones. However, in a game where characters are leaping 30 meters, or summoning white hot fire to fall from the sky, not to mention the fact of what they can accomplish in the single second combat turns, its not too unreasonable to expect Neo-like matrix dodging.

God kills enough kittens because of 4-chan, we don't need to start killing them because of reality bending mechanics that already exist in every other aspect (IMG:style_emoticons/default/smile.gif)


On the other topic, if someone wants to not dodge (make their reaction test) I see no reason why not to just make the test to shoot them an automatic success and go straight to damage soaking. You get the same response out of a surprise attack. They don't get to avoid it, they just go straight to absorbing damage.
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Rad
post Feb 7 2009, 01:34 PM
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Also helps model those situations where a target really doesn't want to dodge. (Unwilling extraction target maybe?)

Still, alot of that is just plain reflex, so you might want to require a composure test, depending on the level of realism you want in your games.

As for the statement that the character in the OP was metagaming, well, you could argue that the rules provided an unrealistic result in this case, as sometimes happens. This could be countered with the argument that it's literally a situation where "there's so many bullets, you're likely to run into one trying to get out of the way".

Also, there's the angle that a person seeing an attack coming that they know they can't avoid might simply try to endure it as best they could instead. (IE: Throwing up your arms when a grenade goes off in your face.)

Ultimately, I guess it's up to individual interpretation.
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jesusofthemonkey...
post Feb 7 2009, 03:28 PM
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A quick question about Full dodge that would be appropriate in this thread: Do you have to declare a full dodge on your turn? My group has been running that you can declare a full dodge if you want to add dice to your reaction test, but you loose your next action (I'm not sure if it's a simple or a complex action, because my character never does it). Is there an issue with game balance in regards to this?
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Rad
post Feb 7 2009, 03:31 PM
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That's how it works by RAW. You either declare full defense at the start of your turn, or you (more commonly) "abort" to full defense when the drek hits the fan, using up your next action instead.
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Dark Talon
post Feb 7 2009, 08:00 PM
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Yea, you can declare full dodge either on your turn (and not sacrifice your next one) or when the other guy tries to turn you into a pincushion, which which case you give up your next action (it is a complex action). You DO still get a free action, so you could adept center, or take aim. As in my case I took aim through 3 initiative passes :#
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