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> On combat...the dodge
blakkie
post Apr 15 2004, 04:41 AM
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QUOTE (Arethusa @ Apr 15 2004, 04:33 AM)
In combat conditions, none that's really ever going to work out.  Not even runners and professional soldiers stand much of a chance for noticing sniper fire from the flash of the first shot before the round impacts.  A 7.62 NATO round out of an M24 at 2,800fps out to a distance of 984.25ft (300m) will take about .35 seconds to impact, but that is not a very long time at all, and not nearly enough time to go from not expecting enemy contact to dodging fucking bullets.  It won't happen.  On top of this, a good sniper will just use a suppressor (not just a flash hider), which essentially takes out all of this.

Bottom line: you get out of the way before rounds get moving, not afterwards.

...assuming standard humans (no cyber, no magic). These are runners, they expect the normally unexpected. There still has to be i tiny bit of hot gases leaving the weapon, or the slug just isn't going to travel. It might be a momentary matchhead's worth, but the SR rule support there being a perceptable amount of something, even if the TN is quite high.

In the end we are again talking about the best of the best, who are better than those that walk among us now.
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Arethusa
post Apr 15 2004, 05:01 AM
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I specified professional soldiers for a reason. Even with all that gear or magic, you're still (meta)human and you aren't walking everywhere just waiting for that flash, exactly where you're expecting it to come from, so you can hit the dirt. Life isn't like that. People don't work like that, even if they are incredibly fast.

And if you absolutely want to argue that way, it can be expected that all heavy rifle calibers in the 2060s are going to be putting bullets downrange quite a bit faster, but that's not even a necessary assumption.

[edit 2]

Awesome. I can dodge bullets. I was doing about .19 on that on my second run through (screwed up on the first two, too), and that's without combat training, instincts, etc. Go me! Again!
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blakkie
post Apr 15 2004, 05:10 AM
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QUOTE (Arethusa)
I specified professional soldiers for a reason. Even with all that gear or magic, you're still (meta)human and you aren't walking everywhere just waiting for that flash, exactly where you're expecting it to come from, so you can hit the dirt. Life isn't like that. People don't work like that, even if they are incredibly fast.

And if you absolutely want to argue that way, it can be expected that all heavy rifle calibers in the 2060s are going to be putting bullets downrange quite a bit faster, but that's not even a necessary assumption.

You might not be looking in the right direction, or maybe you are (GM descretion + dice rolls). But damn if those MBW folks aren't one jumpy lot. :rollin: They might be human, but their nerves aren't...nor is Improved Reflexes 3 anything close to human...nor is being able to swing tree branch to tree branch by your ears (hellooo SURGE). *shrug*

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Herald of Verjig...
post Apr 15 2004, 05:13 AM
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.191
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Arethusa
post Apr 15 2004, 05:25 AM
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True, there are massive differences. I just find it incredibly unlikely that even a very wired soldier will be able to dodge bullets in the time between the muzzle flash and the impact. .3 seconds is still on the level of a 100+ initiative, and, on top of this, you simply don't know where it's coming from. You can react faster, but you don't think faster, nor do you become inhumanly focused solely on the job at hand, much less the window you shouldn't know fire will be coming from. Combat isn't as simple as smacking a button when the green light goes off.
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blakkie
post Apr 15 2004, 05:41 AM
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.3 seconds isn't really 100 initative. I see where you get it, 10/complex action * 3/.3 = 100, but that is making a lot of very shaky assumptions and simplifications, not the least of which is the complex action part. Also keep in mind that dodging is sort of equating to a Free Action, but not because it doesn't even happen on your turn.

As for smacking a green button, well "dodging" as we've mostly discerned in this thread is more akined to spazzing than a specific thought out movement. A simple reflex level twitch or jerk is enough to perhaps differentiate between a full frontal lead lobotomy and scratch. So actually i'd say that infact it is somewhat like smacking a green button, but a really wide green button wrapped around you and it matters little where you smack it...outside of luck.

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Zazen
post Apr 15 2004, 09:08 AM
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As long as you're making those ultra-twitchy fuckers dive under tables whenever a camera flash goes off, I see no reason not to let them do so when there really is a threat.
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Arethusa
post Apr 15 2004, 09:12 AM
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Camera flash? Glare off anything within 2 kilometers should be enough to send you diving for cover. Have fun.
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Zazen
post Apr 15 2004, 09:40 AM
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QUOTE (Arethusa)
Camera flash? Glare off anything within 2 kilometers should be enough to send you diving for cover. Have fun.

You say that like it's a bad thing. I'm the GM. It will be fun. :P
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Caine Hazen
post Apr 15 2004, 04:38 PM
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Wow didn't expect that to get this big...but thanks for the input..I shoulda left the word sniper off of the initial part of the post, but seeing as it got on that track..I've never had anyone survive a surprise sniper attack in Srun at all...even the uberTroll in 1 group was grounded to 1 over Deadly by one...I refered more to after the first shot, or the highly likely lucky 32 on the perception test that some elf always manages to get when I target him. (stupid dice luck...) But we should have a sticky dice luck thread on this board anyway...just for those types of stories
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Fahr
post Apr 15 2004, 05:00 PM
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I handle dodge slightly different, that might make some of you guys happier.

I make my PCs and NPCS declare dodge at init, and that roll lasts throughout the combat round. so at the beginning of combat round everyone rolls however many CP dice they want to use for dodge, and those become the static dodge for every shot fired at them, just compare the numbers like thye had just rolled them anytime someone shoots.

this always seemed more realistic to me. you declare how much you re dodgeing and it is effective for every opponent shooting at you. you don't know if you will get shot at or not, so it may be wasted, but it allows you to dodge a lot of people shooting at you at once without running out of CP.

what do ya'll think? it gives a little advantage to the dodger, but it'sbalanced as it applies to everyone, and it speeds up the Combat as well (rolling the dodge once and comparing as people shoot)

-Mike R.

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Method
post Apr 15 2004, 05:04 PM
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QUOTE (Fahr)
(rolling the dodge once and comparing as people shoot)


I kind of like that idea. It is more inline with the kind of "blind" movement i envision. I think I'll try that.
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Moon-Hawk
post Apr 15 2004, 05:16 PM
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QUOTE (gknoy)
If you want to make it harder on players -- doin't tell them how many successes (or even if they Would Have Been Hit) the attacker got. This more accurately simulates the "oh crap, there's a barrel pointed my way!" reaction that we are bound to have in a realistic scenario; If you don't know whether the opponent got 2 or 4 successes, you might end up blowing most of your combat pool to dodge.

Wait, this alone probably deserves it's own poll. You tell your players how many successes the enemy has before they dodge!? I do that the very first time someone plays SR, and that's it. If I'm feeling particularly generous and I think they're underestimating the threat I'll chuckle when they only pick up a few dodge dice, but as I said, that's generous. All I tell them is, "You're being shot at by so-and-so", and they have to evaluate the threat level themselves. We roll at the same time.

Fahr:
That's an interesting solution, and applies very well to characters in an open field, but generally when I think of dodging in a more urban setting I assume people are dodging behind things, which may or may not apply to a different shooter. It's definitely an interesting solution, but it makes combat pool dice WAY more important to the dodge, and not nearly so for the attack. I would think that the result of this is more dodging and less hitting, for a more cinematic feel to the game. In fact, if you want longer, more cinematic firefights in your game, I would think that this is about the best, most elegant solution to that I've seen so far.
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Fahr
post Apr 15 2004, 05:20 PM
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I use this for general dodgeing. cover is a modifier for the attacker TN anyway. additionally, I usually make them use movement on there pass to get behind cover, as I envision that as being something that would take an action, versus the general not standing still of the dodge roll.

there do tend to be a few more rounds of combat, but they go faster so it evens out in my games.

-Mike R.
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Austere Emancipa...
post Apr 15 2004, 05:32 PM
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It certainly makes large fights far more survivable. With the canon rules someone with 10 CP going against a person with 4 actions is pretty much screwed if the TNs aren't really high -- there's no way you can Dodge as many as 8 times with those 10CP. With your rules the same guy can easily Dodge every shot.

It might still work great, I might even try that myself. It will, however, shift game balance slightly, for better or for worse.
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A Clockwork Lime
post Apr 15 2004, 05:36 PM
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I think that if you do do it like that, you need to spend 1 Combat Pool die per Dodge die for each phase you want to be dodging. If you have a character with only an initiative of 9, he'll only have to spend his dice on a 1:1 ratio to be able to dodge the entire Combat Turn. The speed demon with 32 initiative will have to spend his Combat Pool on a 4:1 ratio in order to dodge the entire Turn, or 1:1 if only during one phase, or 2:1 for two of his phases, etc. Extensions could be made if he declares a Full Dodge through all of those phases (ie, he spends his Complex Action continuing the dodge from the previous phase).

I think that'd be a better, and fairer, base to work off of.
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Moon-Hawk
post Apr 15 2004, 05:55 PM
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So the slow, crappy guy gets 10 dice to dodge for the entire turn, but the super-cool fast guy who wants to dodge all turn only has 3 dice at any given time?
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blakkie
post Apr 15 2004, 06:11 PM
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I really don't get the "fair" part of that Clockwork Lime? The slow initiative already gets a bonus from the new system in that he was the one more likely to run out of dodge dice under the pervious system since he is getting attacked more often. Sure the attacker will quickly run out of CP unloading on the slow init target, but once the target empties CP that is it. No more. But the high init attacker always has as many skill dice as he has phases.
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A Clockwork Lime
post Apr 15 2004, 06:11 PM
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No, he super-cool fast guy has the option of getting all 10 dice for the entire turn if he does nothing but dodge, but if he decides to stop and shoot a guard a couple of times, he's not dodging the entire turn, now is he? :P
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blakkie
post Apr 15 2004, 06:14 PM
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QUOTE (A Clockwork Lime @ Apr 15 2004, 06:11 PM)
No, he super-cool fast guy has the option of getting all 10 dice for the entire turn if he does nothing but dodge, but if he decides to stop and shoot a guard a couple of times, he's not dodging the entire turn, now is he? :P

Nobody dodges while they are acting. Nobody. Dodging is like work, it's filler inbetween partying that keeps you alive. :)

EDIT: BTW by your definition the first person to act in a phase is screwed, because after they act they aren't dodging anymore when the next person/opponent gets to blast off they biscuits. :P
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A Clockwork Lime
post Apr 15 2004, 06:26 PM
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Oh good fucking lord. Try reading the content of the last few posts before rambling on with your idiocy. We were discussing a house rule.
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blakkie
post Apr 15 2004, 06:33 PM
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QUOTE (A Clockwork Lime)
Oh good fucking lord. Try reading the content of the last few posts before rambling on with your idiocy. We were discussing a house rule.

I sure hope that wasn't directed at me, because i'd hate to see you choke to death on your own foot. :facelick:

I -was- talking about that house rule, and how it already benifits a slow iniative character over canon rules, and how your modification goes even further in benifiting a slow iniative character.

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A Clockwork Lime
post Apr 15 2004, 06:34 PM
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No it doesn't. What it does is give all characters the same benefit, while giving faster characters an option to continue with that benefit OR perform other actions WITHOUT cheating the slower characters.

If a fast character wants to do a half million different things, he's not going to be able to dodge as well as the character who's doing nothing but. Alternatively, if all he wants to do is dodge, he's getting the same benefit as the other character.

Heightened reflexes don't actually make you faster anyway, they just give you the opportunity to react to more situations (sans the melee combat rules which go completely contrary to this). A character with heightened reflexes can react and act more often, but they're still moving the same speed as the slower character.
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blakkie
post Apr 15 2004, 06:59 PM
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YUM!!! That sure must be a tasty appendage you have there because seem very insistant on ramming even further down your feed-pipe!


QUOTE
If a fast character wants to do a half million different things, he's not going to be able to dodge as well as the character who's doing nothing but.  Alternatively, if all he wants to do is dodge, he's getting the same benefit as the other character.


How about you mull over "fast characters can do more things because they can get them done is the same amount of time as slow characters" for a while. Then take 10 minutes to work through combat sernarios with the canon rule, the house rule, and your version of the house rule. At that point if you still haven't clued in i'll be happy to thump on you. In the meantime i'm off for lunch...sans foot. :facelick:

EDIT: I see you added an extra paragraph to the end of your post. I'll get to that later.
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Eyeless Blond
post Apr 15 2004, 07:25 PM
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Then maybe we're just not understanding your potential modification. Here's what I see (EDIT, specification: according to the proposed house rule, with the addition of your modification proposal):

Runner A and Guard B are fighting. A is some ridiculously tricked-out wired sammie monster with an init of 32, and B is a normal guy with an init of 8. Both have the same amount of combat pool ( 8; the sam has the Int of a doorknob and the guard is a member of MENSA ). We'll assume this is something like the fourth combat turn so we don't have to deal with issues of surprise and the like.

Now, both A and B figure out how many Combat Pool die they want to use on dodging this turn. B is a whiny baby, so he throws all 8 of his pool into dodging. He only gets one pass this turn, so he nets all 8/1 = eight dice: 09 05 04 04 03 02 01 01. A throws all 8 die into dodging too. However, he has four passes this turn, so allocating 8 dice means he only gets 8/4 = two this pass: 05 02.

This gives us the extremely odd result that every time A wants to hit B he must beat five successes on the B's dodge test, wheras B only has to beat the A's one. The advantage goes to the slower guy.


I do like this dodge house rule, though it will make combat far more survivable. One thing that might change that is to add a +1 TN modifier for every previous attack you've had to dodge that Turn. Since you have to record the actual dice rolls for dodge anyway (to apply later wound and burst-fire mods) this isn't a big change, and it brings back the lethality of being shot at by twenty different people (or twenty times by the same person :P)
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