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Moon-Hawk
post May 4 2004, 05:28 PM
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Lantzer-I like that too. A small advantage, and one that tips the scale in the case of a near-tie, but not something to ever let a speedy moron beat a slow master.
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BitBasher
post May 4 2004, 05:55 PM
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QUOTE (ACL)
*That* is far more believable in my opinion.
That's the only reason this conversation is still going. You have your opinion, and there are other opinions that are not yours, but that does not make them any less valid. Neither is right or wrong, whatever is best is whatever works best in your game with your players.
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A Clockwork Lime
post May 4 2004, 05:58 PM
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QUOTE (BitBasher)
QUOTE (A Clockwork Lime)
Never did understand why they handled ties like that for melee in the first place.

Then why try to argue the points you don't fully understand?

:please:

When have I argued anything about how ties are handled? I said I don't particularly like them and explained why, but nowhere else in the topic did I argue with anyone over their use in the game.

Now follow your own arrogant commands, Missing the Point Red Herring Man.
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Zazen
post May 4 2004, 06:01 PM
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I saw the point. Ignoring ties is one reason that you have a problem with the melee system. :P
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A Clockwork Lime
post May 4 2004, 06:04 PM
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No, I'm dissatisifed with the way Reflexes are handled in melee combat. I also don't care for the ties-go-to-one-side-or-the-other rule (which specifically only applies to melee combat and a rare few other instances in the game -- so it was quite deliberate). Those are 1) two seperate things and 2) hardly the sum of how melee combat is handled.

But if either of you feel like arguing the point for why it makes sense and why NO chance -- none, zip, zilch, nadda -- for a tie should exist in melee, feel free to offer it up.
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Entropy Kid
post May 4 2004, 06:22 PM
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Well, ties going to the attacker is a benefit to those who go initiate an attack = those that go first = those with higher initiative. Then again, that reasoning breaks down since everyone gets a chance to attack, but higher initiative means more attacks. If you meant some reason that had anything to do with the way fighting "works" in the real world; I don't have one.

I like the idea of limiting counter attacks, but I don't know if I like one Simple Action for one counter attack. A Complex Action allows an infinite number of attacks in one turn (with added difficulty), and the difficulty of countering multiple enemies is built into Friends-in-Melee. Perhaps the spent Simple Action lasts until the next turn for the defender. When a character is out of turns, they still lose the ability to counter attack.

edit. Clarifying. I don't propose you change the rules in your game, but I'm curious about your opinion on my little revision.
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A Clockwork Lime
post May 4 2004, 06:24 PM
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I'm cool with just allowing one counterattack per available attack. We just enjoy the Simple Action aspect of it in our games. It demonstrates that an aggressive attacker can keep the opponent off balance (just enough to cause a counterattack, but not initiate a full attack themselves), while still giving the defender some options if and when his turn comes up, even if one of those isn't the ability to initiate an attack themselves. For instance, if he's facing multiple opponents he can "pass" his turn and use the remaining Simple Action to make another counterattack. Or he can use it to disengage and try to find cover. Or pull away and shoot a pistol. Or etc.
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Zazen
post May 4 2004, 06:33 PM
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QUOTE (A Clockwork Lime)
No, I'm dissatisifed with the way Reflexes are handled in melee combat.

I didn't say it was the only reason that you're dissatisfied (or even a particularly compelling one), but it is a reason. Attackers and counterattackers are on even ground in your game, so the problem is highlighted.


QUOTE
But if either of you feel like arguing the point...


I definitely don't.
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Mardegun
post May 4 2004, 07:06 PM
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I am just going to give my option without reading any posts ... so excuse me if I repeat what someone else said.

My in house rule for this is simple.
1) Attacker tn is 4 plus any modifiers
2) Defender can counter attack with a tn equal to the SKILL of the attacker or 4, which ever is higher. Normal modifiers apply.

For example an Attacker as a skill of 6 and Defender has a skill of 4. Even if the defender has more actions then the attacker, the defender is at a disadvantage.

This resolves all problems any of my SR groups have ever had with melee combat. The advantage clearly goes to the attacker, assuming they have any real skill and if the attacker doesn't have skill ... why are they doing melee attack?

As a black belt, this rule makes perfect sense. My discipline focuses on self-defense and it isn't easy. Defense is much easier when you are the aggressor. If you are reacting or 'responding' to a attack, you are at a significant disadvantage. Only with enough training can you effectively defend yourself from an attacker or group of attackers.
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Arethusa
post May 4 2004, 07:06 PM
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QUOTE (Cain)
Why should I waste time looking at the incoming attacks? It's not that difficult to block the main lines of attack without trying. Why do you think people hold up their arms in a combat stance?

Actually, just holding up your arms statically will get your ass kicked. But that's not my point and never has been. My point is that you can try and adapt to incoming attacks all you want, and hell, you can do it really well against a person moving faster than you, but that person will never be moving 5 times faster than any normal human being on Earth. You know why? Because you've never fought someone with fucking Wired 3. You have never fought the human equivalent. No one has. Shadowrun makes it absolutely clear that no amount of training, skill, or sheer ability will ever allow an unaugmented human being to react on the level of an augmented person. Even the absolute fastest person you've ever seen— even that competition shooter that can reload in 0.7 seconds— none of these people is even close to equaling an augmented human. This is the entire point of the Shadowrun system.

QUOTE (Cain)
You refuse to tell me how experienced you are in various martial art

Maybe it's because even though some of us may have been doing it since we were 4 and some of us may have trained under a variety of disciplines, we don't feel that real life experience has even the slightest bearing on a completely inhuman and unheard of level of speed. Maybe it's because the artistic implications of Shadowrun's system take license to dehumanize everyone, forcing people to shed their humanity in order to survive, and this is achieved through the numbers. Unaugmented humans cannot equal enhanced humans. This is the point of the system. If you take issue with that, go ahead, but drop the condescending, patronizing tone, and state right from the beginning that you want to rewrite the way Shadowrun handles initiative differences in normal human beings. Your or anyone else's experience has nothing to do with this.

QUOTE (Cain)
In reality, speed is a result of skill, and not the other way around. If you're super-skilled, you can reload a gun inside of 0.6 seconds. If you're super fast but unskilled, you'll never pull it off, regardless of how fast you can move.

Not in Shadowrun. Read above.

QUOTE (Cain)
Shadowrun slows things down for the sake of playability and sanity.

Actually, it slows things down half out of sheer ignorance of reality (or stupidity, depending on how you want to pronounce it) and half out of a desire to strip unaugmented human beings of their humanity. Which is more prevalent depends on where you are in the rules.

Please try and understand that regardless of what you have seen in real life, all of it, within the scope of Shadowrun's mechanics, falls under the normal, unaugmented human reaction of 3 + 1d6 to 6 + 1d6. At the absolute apex of unaugmented human capacity, there is 10 + 1d6. Never more. You want to rewrite that? Go ahead. But that's not the purview of this thread, and I'm getting the impression you don't even realize what you're doing.

QUOTE (Jason Farlander)
In SR terms, those youngsters might have a reaction of 1 or 2 higher than you. Thats not significant, and definitely nothing even remotely on par with the difference between augmented and unaugmented reflexes.

Exactly. Within the scope of SR's modeling of normal human capacity, the differences between normal people of varying reaction speeds is exceptionally slim to the point of being immaterial. That's what you get from a system designed from the ground up to revolve around reaction enhancement.

QUOTE (snowRaven)
I have to agree with Jason Here - each action isn't one attack.

That is important to remember. More to the point, if we are both normal human beings and, say, you get an initiative of 8 and I roll 7, we can engage in melee two times in 3 seconds: once of your volition, and once of my own. These melee actions are not single punches, kicks, or any specific movement at all— they are full sets of movements ending in one of us doing damage to the other. A person with an initiative of 51 against me is going to be able to do exactly what I can do once in 3 seconds, only he will do it six times faster.

QUOTE (mfb)
in the end, though, high init is no match for high skill.

And it shouldn't be. Unfortunately, high init is, at present, an opportunity to get ripped in half, even though you are moving at speeds a low initiative character can barely comprehend, because he can flawlessly intercept you with his exceptional skill, no matter how fast you are.

QUOTE (Lantzer)
The challenge for this thread is to define how to give speed freaks that edge they so deperately want

I really need to take issue with this. I started this thread, and it wasn't about giving speed freaks the edge they're foaming at the mouth for; it was about giving inhumanly, disturbingly fast individuals the edge that they should realistically get from moving 5 times faster than the fastest unaugmented human beings on Earth. That's a pretty big difference in concept. But, yes, I also wanted to do this without making things incredibly unbalanced and without completely devaluing the unaugmented (though, to some degree, I wonder if I should care; ranged combat already does these things).

QUOTE (Lantzer)
What'ya think? I visualize this as the speedier guy getting blocked and countered by his more-skilled opponent the first few times, but eventually his opponent is unable to keep up with his lightning-fast moves. I probably won't use it myself, as folks in my games have plenty of reasons to pick up wires already, but I think it should be fairly reasonable.

While I see your point about TN modifications being significant (hell, it's what I was worried about from the start), I do have an issue with speed, on a mechanicaly level, dumping straight into skill. That potentially raises some pretty significant questions about speed being a substitute for skill. In any case, while I don't feel the idea is without merit, I'm also not entirely sure I like what it's doing to skill, nor am I entirely sure it goes far enough, considering the speeds in question. But I do agree with Time: it is pleasantly elegant and intuitive.

QUOTE (BitBasher)
That's the only reason this conversation is still going. You have your opinion, and there are other opinions that are not yours, but that does not make them any less valid. Neither is right or wrong, whatever is best is whatever works best in your game with your players.

No, it's not. It isn't about opinion. At this point, I'm talking about incontrovertible fact. Whether or not human beings are capable of, in real life, acting quickly at speeds that would appear to match what Wired 3 can do in game is an issue of opinion. Whether or not unaugmented human beings can react in game on the level of a person with Wired 3 is not up for debate. They can't, and they never will.

QUOTE (BitBasher)
Then why try to argue the points you don't fully understand?

Um.

Look, Lime is right. Get that link out of your sig. He was rather obviously saying that he didn't understand why the designers would create a dynamic making it impossible for a tie to occur, not that he didn't understand the dynamic itself. This sort of dangerously logically infirm bullshit is not helping.

QUOTE (A Clockwork Lime)
But if either of you feel like arguing the point for why it makes sense and why NO chance -- none, zip, zilch, nadda -- for a tie should exist in melee, feel free to offer it up.

Personally, I felt they did it because they wanted to give the attacker a slight edge and never realized that it would make a melee test that didn't end up with someone taking damage an impossibility. Or if they did, they didn't realize that this was stupid. Personally, I've always read it as ties in successes going to the attacker, meaning no successes on either side is effectively a draw, but that can pretty obviously be taken either way. If you factor in other advantages, making ties do nothing is probably a good way to handle it.
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Zazen
post May 4 2004, 07:30 PM
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QUOTE (Arethusa)
Personally, I felt they did it because they wanted to give the attacker a slight edge and never realized that it would make a melee test that didn't end up with someone taking damage an impossibility.

This is flatly wrong. People use full defense all the time.


Anyway, I keep seeing this idea that it is wholly ridiculous that a slow person can react faster just because a faster person is attacking him. I ask, why then, is that slow person allowed to block more? I mean, doing 800 blocks in a round is just as silly as throwing 800 jabs.
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A Clockwork Lime
post May 4 2004, 07:33 PM
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If nothing more, it's a balance issue. It would make augmented reflexes too powerful and would be wholly unfair all around. It also falls in line with a similar rule from ranged combat that's found in the Cannon Companion, namely the optional Athletics and Dodging rule on page 97. At least philosophically.
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Arethusa
post May 4 2004, 07:48 PM
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QUOTE (Zazen)
This is flatly wrong. People use full defense all the time.

To clarify, with both caombatants trying to hurt eachother, it is impossible for the combat to end without someone at least resisting damage, which really isn't how it should be. Two combatants going at eachother quite offensively should still be able to go 3 seconds without one coming out on top.

QUOTE (Zazen)
Anyway, I keep seeing this idea that it is wholly ridiculous that a slow person can react faster just because a faster person is attacking him. I ask, why then, is that slow person allowed to block more? I mean, doing 800 blocks in a round is just as silly as throwing 800 jabs.

It's not, though. Blocks, dodges, and other fully defensive movements are generally more passive and easier to pull off if you're being overwhelmed than shifting the pressure back on your opponent and coming out on top. Is perfectly realistic, or perhaps even close? No. But it's definitely in the right direction. Personally, Speed Reach gives a more realistic advantage, in my opinion. It's also much more dangerous.

Also, Lime's got a point: dehumanizing or not, there's an element of balance that needs to be closely regulated.
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Zazen
post May 4 2004, 08:23 PM
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Since you both seem to admit that the blocking thing is not realistic but still a desirable part of the game, I submit that some people find counterattacking the same way. It's just personal preference.

Anyway, that's how it is with me. I happen to like the way counterattacking works, and its minor silliness has never been so extreme as to jerk me out of the game with feelings of disbelief. I find it a desirable part of the game.
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A Clockwork Lime
post May 4 2004, 08:26 PM
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I totally understand that and realize it really does come down to a personal preference. I'm just saying that as it stands, it really doesn't make a lot of sense.

In Shadowurn, boxing has got to be really boring, especially since it would almost never last more than a round (two minutes, or approximately 40 Combat Turns). With ties being ties, one can almost accept that it might be possible to last several minutes between two equally competent opponents. But as it stands... that's just not gonna happen.

Assume that average boxers are Body 6 and Strength 6. Their punches deliver 6M Stun on a tie. With Body 6 and even Combat Pool 6, that's not enough to reliably reduce each and every blow away to nothing, so they're going to be taking at least a Light wound every phase. And even for unaugmented boxers scoring only an Initiative of 9 or lower, 40 Turns is a loooong time. And that's just for one round.
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Lantzer
post May 4 2004, 08:45 PM
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A very long time. Of course (thinking back to plebe year) it _is_ a very tiring few seconds.

The sport in SR rules has a little hope due to the combat turns spent dancing around
and jockeying for position. Boxing is one of the many sports that consists of:

Begin!
wait
wait
wait
flurry of action
wait
wait
flurry of action
wait
flurry of action
DING!

Begin!...
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Zazen
post May 4 2004, 08:47 PM
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Even if you call ties full blocks the fight only lasts a few rounds. It's only remotely concievable that it lasts more than a minute. :P


And I'm glad that my point came across. If we're going to be unrealistic about melee lets do it in the way that we like the best. :)
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John Campbell
post May 4 2004, 08:49 PM
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Boxing gloves are padded to reduce damage, so they shouldn't do the full (Str)M barehanded damage. Might be 4M or 6L.

On the other hand, because TN modifiers are so overwhelmingly significant, the first guy who takes even an L Stun is almost guaranteed to lose every single pass after that, by increasingly large margins, and will probably go down within three passes.
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Smiley
post May 4 2004, 09:35 PM
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HELL yes. Once you start losing in melee combat, odds are, you're going to keep losing. (Just try hand-to-hand with a Fenrir Wolf when you already have a medium. But i digress...) Which is why i like this rule, being both speedy AND almost exlusively melee (and souped up with lots of pain resistance).
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Jason Farlander
post May 4 2004, 10:18 PM
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Actually I think Lantzer, despite his somewhat condescending attitude, is on to something... bonus dice do provide an edge without being as completely overpowering as TN mods.

I propose a simplification: every bonus die granted by reflex augmentation also counts as a bonus die in melee tests. As such, your unaugmented grand master martial artist with skill 8-9 will generally not lose to your wired III speed demon with a skill of 4-5... but when that speed demon starts getting into martial arts skill of 6-7 mr grandmaster is going to start feeling the hurting.

It might not be *as much* of a bonus as some people would like (limiting number of possible defense actions provides a much more powerful edge to augmented characters), but its certainly easy to calculate, that calculation stays as long as the character's initiative dice remain unchanged, and it provides a consistent edge that is more meaningful against low skilled opponents than highly skilled ones. I like it.
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Entropy Kid
post May 4 2004, 10:46 PM
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In my totally uninformed opinion, I suggest limiting the number of bonus dice to the applicable skill rating. Something doesn't seem right about a character with Unarmed Combat 1, but Boosted Reflexes 3 and Synaptic Accelerator 2 getting an effective melee combat skill of 6. If only using pure "reaction dice" it should probably also count as defaulting to an attribute. Do you think these dice should be allowed to add on to defaulting to Strength?
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Arethusa
post May 4 2004, 10:51 PM
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I'd say more that you should just limit the bonus to skill or half skill, assuming you want to go this route. Personally, I still dislike making speed and skill mechanical equivalents.
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Jason Farlander
post May 4 2004, 10:54 PM
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QUOTE (Entropy Kid)
In my totally uninformed opinion, I suggest limiting the number of bonus dice to the applicable skill rating. Something doesn't seem right about a character with Unarmed Combat 1, but Boosted Reflexes 3 and Synaptic Accelerator 2 getting an effective melee combat skill of 6. If only using pure "reaction dice" it should probably also count as defaulting to an attribute. Do you think these dice should be allowed to add on to defaulting to Strength?

Agreed on your first part. You could solve all of the problems you mentioned by treating the bonus dice as pool dice that are always available (refresh instantly).
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Entropy Kid
post May 4 2004, 11:08 PM
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Oh, I forgot to ask; Do magical increases to Initiative dice count too? Does it stack with the adept's Improved Ability? All things to consider.

QUOTE
Personally, I still dislike making speed and skill mechanical equivalents.
Well, that's understandable since in all these discussions I always lean toward things that are very similar to another existing rule or at least are minimal changes, while you want, in some cases, a complete over-haul of the existing rules. No perceived system superiority here, we're just coming from different places.

In these threads I like seeing all kinds of house rules and what suggestions people make for revision or just general comments. Even arguements for status quo are helpful as long as the post has a point (a point other than I'm right, you're wrong anyway). I like seeing the variety rather than trying to figure out The One Way of modeling a situation.
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A Clockwork Lime
post May 4 2004, 11:08 PM
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My problem with allowing a major reflex difference provide some kind of solid bonus is that it winds up making augmented reflexes a "must have" in melee situations. I really do like the idea of an unaugmented combatant being able to hold his own in a fight, but by giving some kind of Reach or die bonus, that kind of melts the concept right away.
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