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#94
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 ![]() |
The canon penetration rules means that it is common that you can bring down someone wearing armor at about the same speed if your damage before soak of Body + Armor is slightly below the Armor rating as if it is slightly above the Armor rating. You still do less boxes of damage with the lighter attack. But because Body is easier to have at elevated levels through cyber/bio and metahum choice, often the character will have fewer Stun boxes (8+Will/2) than Physical boxes (8+Bod/2). This is exagerated in cyber/bio Trolls, who could have as many as 16 Physical boxes, and at the very most 11 Stun boxes. Although in some characters, such as Dwarf Mages, the reverse can easily be true. Just not to the same extent because 12 is the maximum Stun boxes of any Metahuman, and 9 is the minimum Physical boxes.
I see a few of problems with converting entirely to Stun, whether you halve or not, and why I instead see splitting between Stun and Physical as a good idea. - Cracked or broken ribs, possibily leading to a punctured lung, and such. I know SR, or pretty much any game, gets icky when you try to sort actual injuries into Physical or Stun. But that sure points in the direction of Physical. But with the extra bruising as Stun. - Getting hit by a Narrow three round burst. The armor may stop a particular round of the three reducing it to mostly stun-like damage, but either of the others might catch the target where the armor is not. - Armor is abstract, especially with the partial pieces. I'm trying to abstract the hit, not match up a weapon with a given rated piece of armor. - If the DV is below the armor rating you have no chance of dieing unless you were literally a walking tank with somthing like rating 20+ armor and Glitched your soak. But since Full Body Armor with Helmet Ballistic Shield falls short of that, the chances of Gitching that are miniscule, and to be able to even move with that much armor on you have to have a pretty good Body. It is safe to assume nobody is going to die from a DV that fell below their armor rating. Clarification and Refinement Of My Suggestion, All Rolled Into One The boxes of damage are split in half between Physical and Stun before the soak roll, on an odd number of damage boxes the extra box is assigned to Stun. When the soak is rolled the target chooses for each hit on the soak roll whether to subtact a box of damage from Physical or Stun. This means that with a good soak roll you might take no Physical damage. But if you fail to soak then you took the hit hard and something snapped or was pummeled very hard and is bleeding, or you caught a hit at least partially outside the armour protected area. EDIT Or if you are a Troll and are afraid of falling asleep during a gun battle you are in you can avoid Stun damage by leading with your face to take some of the damage as Physical boxesthat you'll ask the team mage or medic to sort out for you later. 8) Of course as a Troll, especially if you have good armor, you are usually going to be soaking noticably more boxes of damage overall. So definately staying up longer if you have the good sense to find a bit of cover. |
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#95
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Target ![]() Group: Members Posts: 16 Joined: 5-January 06 From: Kansas City Area, Missouri Member No.: 8,134 ![]() |
Ah, perhaps I wasn't clear when I said, "anything sharp." Well, I'll try better next time. Thanks for the extra reading. |
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#96
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Target ![]() Group: Members Posts: 89 Joined: 29-January 06 From: Orlando, Florida Member No.: 8,210 ![]() |
I know for my group we think AP and DV should be kept seperate in effect and we are wroking on a combat formula within the present game system to try and reflect that without changeing the rest of the book.
One of the issues we have is stun. Is it really needed in its present form? Does it really enhance the game that much or just add more dice to roll and take up time that could be used doing other things? For now we are not using stun from gun fire. We are just using stun for things that require it such stun weapons, spells and explosions, etc. Otherwise stun just seems to much of a issue at the moment. We may add it in later but for now it is as I have said above. Deadjester |
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#97
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 ![]() |
Just forget the Stun conversion altogether is probably not the worst idea. Yes SR4 is more lethal. But the people least able to soak gunshot damage are the people least able to wear enough armor to convert it to Stun.
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#98
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 ![]() |
Dividing stun from gunfire (that's been reduced from physical to stun) in half seems to be working out okay. While it'll put a player eventually, it certainly helps with the "passing out from your armor stopping bullets" problem somewhat.
I'm currently rounding that division up (5 points of reduced-to-stun, old school, becomes 3 points of stun in my rules). I might try rounding it down in the future. |
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#99
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 ![]() |
Sounds more like a "getting shot" problem to me.
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#100
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
I respectfully submit that your design decision will lead to less realism. There's still going to be a very noticeable impact when you get shot in your bulletproof vest. The round might not penetrate, but there's still going to be bruising and possibly broken ribs. You don't turn into Superman when you wear body armor; you can still get knocked out or knocked down by nonpenetrating rounds. The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth. If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area. That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback. |
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#101
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
As I mentioned before, there are plenty of reported cases where body armor has stopped a projectile and the hit went unnoticed until well after the incident. You might feel a lot of pain, you might not feel a thing.
That's exactly what ballistic armor does. The weave layers deform the projectile and spread the pressure of its impact over as large an area (and as long a period of time) as possible to stop it from penetrating. Regardless, a lot of the kinetic energy is spent on bruising the person underneath. The result will be similar to thwacking someone sharply in the chest with an Asp -- it can hurt or it can break a rib, but it doesn't even begin to compare to a penetrating hit when it comes to getting the target out of action. To reduce someone to a lasting non-functioning state (such as getting your Stun damage track full simulates in SR) through blunt trauma from stopped small arm projectiles is very unlikely. Psychological reactions to the sudden impact and pain (shock) is better dealt with using Knockdown rules, if anything.
Umm, what? Projectiles fired from small arms do not have the ability to knock people back with momentum, let alone kinetic energy. Conservation of momentum, humans being able to fire break and pump action shotguns, all that stuff. Anyway, spreading the pressure over a larger area will not affect the shifting of the momentum from the projectile to the target in any way. The armor stopping the bullet decreases the amount of time in which the momentum is shifted, increasing the force, which could make a difference if projectiles were capable of physically knocking people down or back, but they aren't so it's a moot point. |
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#102
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
Sure, no Problem. With my rules, you get stun damage, you just dont get enough stun damage to get knocked out (unless you get an extreme ammount of sun shots). |
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#103
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 ![]() |
Problem Try giving an unaugmented Body 10 Troll a suit of Full Body Armor with no helmet and a fragmentation handgrenades. Then have him drop the handgrenades at his feet. With SR4 RAW it is bad enough. With your rule of halving the Stun damage it might occationally tickle his toes. But then add in your ammunition rules, that also cover grenades as per your document, and the Troll can trade in the Full Body Armor for an Armored Jacket and remain just as safe as the second instance of Full Body Armor with your 1/2ing rule. This is a BAD THING. Time to go back to the SHP drawingboard. |
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#104
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Target ![]() Group: Members Posts: 89 Joined: 29-January 06 From: Orlando, Florida Member No.: 8,210 ![]() |
I think the major problem is how resists actualy works in SR4.
Using body as they do as the resist factor is just plain incorrect and unrealisticly very limiting in nature. In our old game the Troll in our group had a bigger body then a blue whale in their critters book. And if you did a whale correctly by their system and gave them some ungodly figure for a body attribute, you would suddenly find yourself in a situation where the whale could now resist anti shipping missiles with ease. A whale should be able to soak up a ton of damage from a heavy pistol but NOT resist it. Resisting damage due to armor and soaking damage due to mass and what not is two totaly different issues which are not properly repersented here which is why I think there are such issues with ammo, etc. A Troll is tougher then a human and able to resist damage a little more do to his tough hide and would not be unrealistic to give him a small natural bonus that stacks with any amor that he chooses to wear. But his main power would be in the fact that his sheer massive size would enable him to soak up tons of more damage then any human could. Why my group has been trying to work up a new combat formula to repersent this AND stay with in the rules for the most part as they have been written. Anyone with standard IQ will be able to easily adjust but you still want it where they can just go in the book at any given moment and look up stuff without worrying about what has been changed overly. When we are done, we will have a errata sheet to hand out and just start playing. But we are seperating penetration from damage and since the chars wont be able to resist as well as they use to for the higher end bodies, we are giving them more boxes to soak up hits. Basicly 10 + Body att. People with small bodies will be able to soak up less hits then a big troll, but now you don't have to die constantly cause every one wants to bring a rocket launcher or a mini nuke to take out the Troll and take you out as just a by product. But the idea of using body as a resist is just crazy and limits what you can do with creatures and machines because of its two fold effect. A attack coptor and a armored troop coptor might be armored the same but one is going to soak up hits better then other do to size and bullets just plain passing through empty space or into cargo or troops even. And a critical hit is just that, no matter what size it is, a nasty hit is a nasty hit. When we think we may have a decent formula, I will post it later for review. Or I can post the test formulas if people are interested and don't feel like waiting for us to finish testing it. |
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#105
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
Nope, I have no problems with trolls in full body armour resisting fragmentation grenades. Use APDS on them. it works. No reson to point my math out every time. I played everything through. I even made this excel sheet and looked at all the values. I am perfectly happy with them. @Deadjester: What you want is a hit point system, wehre trolls have a lot of hitpoints. |
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#106
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 ![]() |
No. With your rules that mundane, unaugmented starting character Troll with the 900 :nuyen:, Availability 2 Armored Jacket can ignore fragmentation grenades when trading in 4 dice per success. If he spends an extra 100 :nuyen: on an Availability 2 Helmet he completely resists the damage from standing at ground zero of a antipersonel rocket strike 2/3's of the time. Less than 1 in 10 times does he even take more than 2 boxes of Stun. Congratulations, you have recreated Quake rocket jumping!
I guess then this is just for the benefit of others who might otherwise accidentally use your rules. |
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#107
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
strange, when I punch in:
DV: 10 AP: -2 Nethits: 1 (standard grenade) vs: ballistic: 9 Impact: 7 Body: 10 (troll with armour jacket) with: flechette (+2 DV/+Impact = fragmentation grenade) I get an average (and average means trading 3:1 not 4:1) of 5.66 physical for the troll. (DV = 10(grenade)+2(flechette) +1 (nethits) = 13; armour = 7 (impact)-2(grenade)+7(flechette) = 12; DV > armour = no conversion; body 10; 13-22/3 = 5.66) now with the helmet and against the rocket: DV: 14 AP: -3 Nethits: 1 (standard rocket) vs. ballistic: 11 impact:9 Body: 10 with: flechette (+2 DV/+Impact = fragmentation rocket) Iget 8.66 physical. (DV = 14(rocket)+2(flechette) +1 (nethits) = 17; armour = 9 (impact)-3(grenade)+9(flechette) = 15; DV > armour = no conversion; body 10; 17-25/3 = 8.66) Trolls, don't rocket jump ! Brahm, please do your math again. I think the results fit very well to the fact, that an extremely tough troll with very god armour is hit by something that is supposed to perform poor against armour. |
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#108
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 ![]() |
Why are you adding 1 net hit? For grenades, missles, and rockets you add the net hits, if any, left after scatter is calculated. So I guess he should wear the helmet just incase he accidentally makes a good attack roll and a low scatter roll. That way he need not sweat unless he rolls
EDIT Not that the scatter rules are really designed for aiming at your feet. But I think that FanPro can be somewhat forgiven for not covering that because it would be plain insanity to do that. Right? :rotfl: Incidentally for Quake rocket jumping you normally jump, so you should also calculate with a -1 DV if they succeed at a Jump (2) test. ;) Of course you also just demonstrated another quirk of your rules. Grenades doing little to no stun damage or lots of Physical damage hinging on a single point of armor rating or extra net hits on lobbing the grenade. |
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#109
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 ![]() |
Another quirk? Thats the only "quirk" and, as I said, intended by design desicion.
The difference in the grenade example between impact 7 and impact 8 is: 5.66 physical to 2.33 stun. Perfectly acceptable. But I think you have maid your point. Every further posting would be repetetive. |
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#110
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
I'm going to break this down in multiple posts for ease of reading.
It sounds more like you're describing a peculiarity of pain receptors rather than a property of body armor. |
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#111
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
You describe the bruising and bonebreaking caused by nonpenetrating projectiles, and then you seem to say that it doesn't really happen. Your point seems self-contradictory. |
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#112
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 ![]() |
Umm, exactly what are those numbers based on? That sounds very off. Oh, there is the problem you dufus. Fragmentation grenades, not HE grenades. I didn't even notice you aren't using fragmentation munitions, grenades or rockets, in your examples. :eek: You were using the same as RAW rules, except the dubious extra net hit part, and declare that it comes out fine. :rotfl: :rotfl: :rotfl:
Perhaps I have made it with other people reading, but apparently I haven't with you since you completely missed the fragmentation part of the point. I could see maybe misunderstanding the term anti-personel rockets, so I'll clarify that those are the Fragmention type too. |
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#113
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
When you fire a gun, you're (theoretically) braced against the expected recoil. Your target, however, is usually not. Knockback does not require sufficient force to push the entire target back or down; SR knockback rules can easily be attributed to something as simple as stumbling from an unexpected thwack to the shoulder. Spreading the pressure over a larger area is exactly what turns penetration trauma into blunt trauma. Normally firearms run the "risk" of wasting their kinetic energy from overpenetration (which is why hollowpoints are so much fun). Therefore, if the armor prevents penetration altogether, more of the force of the round gets transferred to the target and knockback is much more likely. Note that there are no overt rules in SR4 for additional knockback when Physical damage has been converted into Stun. Gel rounds have that mechanic, but the game system regards that as a property of the ammo type rather than the game-physics of damage conversion. |
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#114
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
Pain receptors and the human mind. The peculiarity is that, on the scale of resolution that most RPGs work in, they seem to be quite random. If something like 1/3rd (source: REM) doesn't even realize they were hit, then I do not agree that it is necessarily "very noticeable".
Bruising happens, nearly always. Bonebreaking might happen, although I can't remember any report of such. Serious internal injury is theoretically possible, but has never been reported in the US with thousands of incidents. For any particular shot, a projectile that penetrates even slightly is an order of magnitude more effective in taking out the target (ie. more lethal) than a projectile that is stopped. If the rules are to be realistic, they should simulate that.
And in many cases the shooter is pushed with a much greater force, because he also has to deal with the propellant gases and all of that momentum is transferred much faster. It makes no difference though, there simply isn't enough momentum in a small arms projectile to physically knock someone back. For example, a 230gr (14.9g) .45 ACP bullet traveling at 950fps (289.6m/s) has 4.3kg*m/s of momentum. Assuming the bullet stops within the target, the amount of momentum transferred is equal to being hit by a baseball (5 ounces, 141.7g) moving at 99.9fps (30.5m/s), or someone tossing a 2lb (0.907kg) bag of candy to you at 15.6fps (4.8m/s). Do batters who get hit by pitchers in a major league game tend to fall on their asses from the impact? If you toss a 2-pound bag of candy to someone, do you expect to get knocked down? Psychological effects that momentarily disable the target, like "stumbling from an unexpected thwack to the shoulder", will not be increased, and are more likely decreased, by the projectile being stopped by body armor. A penetrating projectile is much more likely to cause a nasty shock and a lot of sudden pain than much less threatening blunt trauma.
That's basically true, and blunt trauma from a projectile fired from a small arm will not knock you down any better than penetrating wounds.
Again, that would only make sense if such projectiles were capable of knocking people down physically in the first place. They are not. Thus the potentially slightly increased amount of momentum transfer doesn't matter. Knocking people down with small arms relies (if that word can be used) on psychological effects, which don't have anything to do with momentum transfer. |
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#115
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 ![]() |
So armor only causes more knockback compared to a round that overpenetrates. The exact same kinetic energy is transferred to a target wearing armor vs one wearing not where the bullet remains in the target. edit: Although in general I agree with Austere Emancipator. The force of the bullet hitting you isn't what makes you fall down, unless maybe it's an elephant gun or something that doesn't overpenetrate. |
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#116
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
(Kinetic energy has even less to do with knocking people down with small arms than momentum does...)
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#117
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
I find it odd that you've conceptually separated the two terms here. |
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#118
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
Reiterated. |
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