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Apr 17 2006, 04:25 AM
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#26
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
Eidelon: by movement I meant actually moving from your square (i.e making a marked change in distance between yourself and the grenade). Sorry I didn't clarify, I assumed it would be obvious.
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Apr 17 2006, 06:08 AM
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#27
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,695 Joined: 26-February 02 Member No.: 463 |
IMHO, the following happens: A rolls 3 dice to attack (1 hit). B considers it a good idea to go full defense and defends against the attack with 10 dice (3 hits). Now you determine base scatter, since it's airburst, that's 1d6 (-1 per net hit). You roll a 3. Afterwards, the grenade explodes. It's 3m away from B. Let's say it's a high explosive grenade. It does 10P (-2 AP) with -2 DV/m, so B suffers 4P (-2 AP). B now rolls Body (5) + Armor (6 Impact - 2 AP), a total of 9 dice (3 hits). B suffers 1 box of stun damage (since the 4 DV is not higher than the 6 Impact - 2 AP). In your second example you need a map to determine the distance to each of the targets. It's hard to figure out without one. :) Basically the Yak's will remain where they are, and the aim point plus scatter direction and distance determine where the grenade lands, then you figure individual distances to each target from that point. The bigger question is, what you use to oppose the attack roll here... I would name a main target, which will then dodge the grenade to determine how it scatters, but have every target's dodge roll applied individually against the attack roll, in order to determine any increase to damage, that is... Base DV + MAX { 0 , attacker's hits - attacker's hits needed to reduce scatter - defender's hits } For example: Scatter is 3m again, 3 hits needed to reduce it to 0 (since air burst scatter is reduced by 1m per hit), so you compare each dodge roll against the hits scored by the attacker beyond 3. If the attacker still gets net hits there, then the DV will increase accordingly against the target, otherwise it will just be the Base DV. Or you just use targeting a location (a spot between the three) then, in that case there simply is no dodging at all. ;) Bye Thanee |
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Apr 17 2006, 06:22 AM
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#28
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,590 Joined: 11-September 04 Member No.: 6,650 |
how do you dodge a grenade, you kick it before it goes off, sending it meteers away
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Apr 17 2006, 06:31 AM
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#29
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,695 Joined: 26-February 02 Member No.: 463 |
These are the grenade house rules I'm currently considering:
Grenade's are always targeted at a location (Success Test). Grenade scatter (p. 145) is reduced by 1 meter per hit for standard grenades or 2 meters per hit for aerodynamic grenades and grenade launchers. Additional hits have no effect. All Grenade Damage Codes (p. 146) are increased by +2 DV. Bye Thanee |
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Apr 17 2006, 07:01 AM
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#30
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Moving Target ![]() ![]() Group: Members Posts: 524 Joined: 12-April 06 Member No.: 8,455 |
That's where it gets ugly... who's going to ever claim that they're *not* just shooting at the patch of ground the bad guy is standing on? This sounds like just asking for rules debates. Frankly, I think the net hits added to DV are less of an issue that being able to put the grenade straight on target. After all, there's just not much that's going to soak 2 minis of any type.
How about this? You can't add net hits to DV unless you directly target somebody, in which case they get to roll defense, and if they beat you, the grenade misses by 1m per net hit. |
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Apr 17 2006, 07:06 AM
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#31
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,695 Joined: 26-February 02 Member No.: 463 |
As said (somewhere) above, I would simply not allow targeting a location, if you try to get a grenade as close to a target as possible (that's *not* targeting a location, that's targeting a person), but if you try to aim between three targets, it might be alright to do so. As for the house rules, I specifically do not want the attack roll to increase DV in any way (because it simply makes no sense; all you can do is land the grenade on spot, you cannot make it explode louder ;)). As a 'compensation' for the lack of damage increase, the DV gets the flat increase. As a 'compensation' for the lack of dodging, scatter reduction is a bit more difficult for most grenade types (sans airburst). The end result should be close enough to the written rules, but hopefully makes more sense.
You probably mean, that scatter is increased by one increment per net hit of the defender. ;) Bye Thanee |
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Apr 17 2006, 07:15 PM
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#32
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
If my recollection of the wording is correct, scatter is reduced by net hits. Since scatter is determined quite randomly and it's rare that a character's *exact* position and heading is nailed down at any given moment (where is he, exactly, in his 8 meter move during this particular tick of initiative pass 2?) I don't have a problem with the concept of a player's movement affecting how close he is to the grenade. Since the shooter is trying to track the target and possibly get an airburst link at the same time, putting some effort into being harder to hit is fine by me. If the target has more hits than the attacker, the grenade doesn't reduce at all, and scatters where it may.
The net hits rolled by the target can also be used (as per normal ranged combat) to reduce DV. This could represent the target turning away from the blast, hunching so that a larger portion of his profile is covered in armor, or doing any number of things to try and survive a close-range explosion. I've seen combat footage of a launched 30mm grenade detonating about two feet away from a prone, armored soldier as he rolled away... he looked stunned and beaten up, but between his body armor and the low exposure profile, he managed to avoid heavy-duty penetrating injuries, and had resumed rolling behind better cover when the camera panned away. This is not to indicate that your shadowrunners should be surviving near-point-blank grenade blasts with regularity, just to point out that it happens sometimes. Grenades in SR4 are sickeningly powerful enough without making them harder to resist :P |
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Apr 17 2006, 09:00 PM
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#33
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Moving Target ![]() ![]() Group: Members Posts: 588 Joined: 27-February 06 Member No.: 8,316 |
yeah but if you don't know that someone is going to shoot that grenade at you you don't get the chance to dodge.
I'd also say that all dodging involves some movement, but it doesn't actually move you. Ie. you stay in the same square on the battle board (assuming you use one.) |
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Apr 17 2006, 09:18 PM
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#34
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Target ![]() Group: Members Posts: 49 Joined: 17-April 06 From: Germantown, MD Member No.: 8,476 |
If you can dodge a wrench, you can dodge a grenade. |
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Apr 17 2006, 10:02 PM
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#35
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
And, uh, why *do* we get to try and dodge bullets, anyway? |
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Apr 17 2006, 10:04 PM
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#36
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
Because when someone points a gun at you the tendency is to duck, possibly causing them to miss. When someone tosses a grenade at you, duckign is a much less viable option.
So basically what everyone is saying is that there are no clear cut rules for didging grenades? That's what I figured but I was really hoping I'd missed something. Oh well, chalk it up to another issue for the FAQ. :( |
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Apr 17 2006, 10:13 PM
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#37
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
Ducking is a perfectly viable option for dealing with grenades. Let's say you're wearing a helmet and an armored jacket when someone launches a grenade at you... if you can spin away from it and crouch, hunkering down your head, the vast majority of the surface facing the grenade is armored, and the bits that aren't (backs of your calves and your feet mostly) are not what most people would consider vital locations. Still hurt like hell to eat shrapnel there, but ducking just added a lot more protection and made you a much smaller cross-section of that sphere of expanding shrapnel. Hell, if nothing else, you could get your arms in front of your face and maybe stop a fragment with your forearm instead of your forebrain.
Besides, thrown grenades are much slower than bullets, so they're easier to dodge. Launched grenades, well, they're slower than bullets *and* there's some yahoo pointing a very high-caliber gun at you, so I fail to see the difference. |
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Apr 17 2006, 10:15 PM
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#38
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,695 Joined: 26-February 02 Member No.: 463 |
Is anything still unclear? Bye Thanee |
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Apr 17 2006, 10:25 PM
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#39
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
Yes, the rules themselves don't say what your hits on a dodge test affect. Different people have given some good answers, but unless I missed something (which is entirely possible) nobody has laid out the procedure for grenade dodging as it's given in the rules, because it isn't actually given in the rules.
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Apr 17 2006, 10:29 PM
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#40
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,695 Joined: 26-February 02 Member No.: 463 |
Of course, it's really simple. The defense test opposes the attack test, if the grenade is targeted at a person. The only difference to a regular ranged attack is, that you cannot completely dodge the attack, the best you can achieve is, that scatter gets not reduced at all. Here's the quote from the first page again:
Afterwards, the attacker's net hits reduce scatter (and potentially increase DV). The defender's net hits (if any) do nothing and are simply discarded. When that is done, damage is dealt and resisted as appropriate for the distance. It's a two-step process (targeting and damage). Bye Thanee |
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Apr 17 2006, 10:32 PM
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#41
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
Right, so if I'm targetting the ground/air by them, is there any dodging allowed? If not, there's really no reason to target a person other than just trying to be cool.
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Apr 17 2006, 10:34 PM
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#42
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,695 Joined: 26-February 02 Member No.: 463 |
As said above, that's not specifically explained, but I assume, that you cannot simply target the ground next to them, if you want to attack a person. Basically you do not choose whether you want to attack a person or a location, it's automatically derived out of the context of your action.
In any case, it's perfectly clear what dodging does then... nothing. :D When targeting a location you make a Success Test, not an Opposed Test. Bye Thanee |
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Apr 17 2006, 10:56 PM
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#43
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
You can't target the ground if someone is standing on it? What if you want to target the ground in the middle of a group?
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Apr 17 2006, 11:18 PM
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#44
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
Or how about if there's a sniper in a window... you aren't really aiming at *him*, you're just trying to land the grenade in the room he's in. Would that still be a shot at the person? Things like this are one of the reasons I'd allow reaction and dodge checks on grenades, even if they aren't aimed at a person... there's too much grey area where people can argue otherwise, and most players are more than happy when you point out "look, this works for PCs too, keep that in mind the next time I launch a grenade at you."
(for shots like the window example, we used to flip the scatter diagram vertically. Rather than falling 2 meters "short", for example, the grenade might go off a meter below the windowsill) |
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Apr 18 2006, 12:30 AM
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#45
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Target ![]() Group: Members Posts: 4 Joined: 15-April 06 Member No.: 8,473 |
My experience with grenades is luckly what I pick up from movies. But most of what I see seems like a good idea to me.
a. Jump for cover when you see one coming your way. As stated above, they are relative slow moving projectiles, so I think there should be a chance for NPC's and Characters to do so. b. If you throw a grenade you try to hit as many people as you can, take out somebody in one shot, or somebody that's behind cover (like the sniper in the window). In some cases that means that you try to throw the grenade in an unoccupied spot. As GM I would like to see this reflected in my game, so some opposing test would be in order here, if the victim(s) is/are aware of it. (because yelling "GRENADE" might actually save your buddies) So anybody that is aware of the incoming grenade should be able to get a chance to dodge (in some cases this could mean, giving up your cover) Determine the location and the distance to the victims involved, every succes on a dodge roll made beyond the hits of the attacker would mean you dodge further away from the blast zone. Doubtman |
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Apr 18 2006, 12:37 AM
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#46
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Moving Target ![]() ![]() Group: Members Posts: 588 Joined: 27-February 06 Member No.: 8,316 |
now just to make this just a little more twisted..
what if it's a surprise situation, you go next to last and shoot it at the one guy who went slower than you (presumably the mage,) who is standing in the middle of all his friends (guess the guys behind him didn't really need counterspelling.) Since you can't act on the other guys, are they then not effected? |
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Apr 18 2006, 12:44 AM
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#47
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Target ![]() Group: Members Posts: 96 Joined: 13-April 06 Member No.: 8,459 |
The grenade still explodes :sleepy: |
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Apr 18 2006, 12:47 AM
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#48
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Target ![]() Group: Members Posts: 4 Joined: 15-April 06 Member No.: 8,473 |
That's why we state the actions (of NPC and Characters) in reverse order. Then faster characters can react to slower characters.
In your example, the guys that went before you, could have seen you on the verge of throwing a grenade and should have jumped away. The mage on the other hand is toast. |
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Apr 18 2006, 04:21 AM
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#49
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Moving Target ![]() ![]() Group: Members Posts: 524 Joined: 12-April 06 Member No.: 8,455 |
O.K., if a defender's hits negate the attacker's hits, but net hits don't actually do anything--the grenade lands where rolled without modification from the attacker's hit roll--then I don't have as much a problem with that. I would argue that the GM should reduce or disallow defense if the defender is not actively moving. Somebody crouching behind cover may still get to defend against bullets, but they're rather exposed to airbursts.
However, I still have a problem with anything beyond 1v1... who gets to roll, etc. |
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Apr 18 2006, 06:01 AM
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#50
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,695 Joined: 26-February 02 Member No.: 463 |
That's my assumption, yes.
See above, already answered in detail. Bye Thanee |
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