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> Tuned Combatrules, We've dropped Dodge.. Advices on finetuning now needed
i101
post Jan 10 2009, 03:42 AM
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Hello fellow Dumpshockers,
my players begged for quicker and deadlier combatrules.. So we came up with the idea to drop the dodge part..

Attacker rolls: Agility + Combat Skill +/- modifiers
Example: Joe Streetsam rolls with agility 7, firearms 4 and his smartlink +2 (13d6) 4 hits. He is using an Ceska Black Scorpion that does 4k.

Defender rolls: Body + 'leftover' Ballistic points to resist damage plus Attackers hits. Subtract armor - damage code, remaining armor points count as additional dice for damage resistance.
Example: Tim Gangbanger wears an armorwest. Ballistic (6) - damadge code (4) = +2. Tim Gangbanger rolls now with his Body (4), plus 2 dice leftover from his armorwest against 4 hits, to resist damadge.

In case that the Victim in this example has worn a leather jacket instead the armor west, it would work this way:
Example: Tim Gangbanger wears a leather jacket. Ballistic (2) - damadge code (4) = -2. Tim Gangbanger rolls now with his Body (4) against 4 hits + 2 damadge = 6 hits, to resist damadge.


I know dropping dodge is a serious intervention of the SR4 combat rules, but sofar the tuned combatrules we came up with, worked bloody nice. I have to say, that we also had to drop customized armor (arsenal).
Anyhow, I would like to hear your point of view on this houseruling, and possible advices what could be done different would be nice too.
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