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> 3rd edition thoughts on screwing over the players, How we handle Simple Actions
Kanada Ten
post May 16 2006, 07:31 PM
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Yeah, but in SR4 you should have a sensor package looking out for that.
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Shrike30
post May 16 2006, 07:41 PM
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Hey, that's what Perception checks are for. You want to tell me what kind of sensor package most PCs carry that would tell the difference between a guard who got killed and fell to the ground behind a low wall, and one who got hit hard and fell down behind a low wall?

It's not like a gunfight is the kind of place where you can make hundredth of a second decisions about "is he still alive or has he just not fallen over yet?" I'm personally a fan of the declare-resolve method.
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Telion
post May 16 2006, 07:46 PM
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While enforcing the actions first helps, I've found that straining the use of combat pool is generally more effective. Whenever someone takes a shot at the character, make him decide how much combat pool he wants to use to dodge if any, he doesn't know if its going to hit. having a dozen shots taken at you will drain the pool fairly quickly.

for a non-adept with 12+skill this would move the combat to being primarily offensive to a defensive one. Show the characters how to use cover effectively to save combat pool.

also when it comes time when your surrounded by guards.... you generally think twice about moving to the open, seeing as how you can't dodge only the ones that hit.

also remember that guards could have a few points of combat pool too, I usually assign them average attributes so 2-4 CP depending on effectiveness.
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Kanada Ten
post May 16 2006, 07:50 PM
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QUOTE
You want to tell me what kind of sensor package most PCs carry that would tell the difference between a guard who got killed and fell to the ground behind a low wall, and one who got hit hard and fell down behind a low wall?

A motion sensor on your back with threat recognition software linked to your PAN-AR.

QUOTE
...I've found that straining the use of combat pool is generally more effective.

I found TN modification worked well, too. Nothing quite like Full Darkness and Partial Cover.

This post has been edited by Kanada Ten: May 16 2006, 07:52 PM
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Shrike30
post May 16 2006, 07:52 PM
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I wasn't aware motion sensors worked through walls, Aliens-style. Cool...
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Kanada Ten
post May 16 2006, 07:53 PM
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QUOTE (Shrike30)
I wasn't aware motion sensors worked through walls, Aliens-style. Cool...

He has to get up to shoot them in the back.
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Shrike30
post May 16 2006, 08:20 PM
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Not really. If they're trying to move past where he fell down, they'll enter his field of view. Even if he does stick his head back up, if it's done on his pass, the best they can do is pull out a Free Action kept in reserve to try and get out of the way.
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Kanada Ten
post May 16 2006, 08:24 PM
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QUOTE (Shrike30 @ May 16 2006, 03:20 PM)
Not really.  If they're trying to move past where he fell down, they'll enter his field of view.  Even if he does stick his head back up, if it's done on his pass, the best they can do is pull out a Free Action kept in reserve to try and get out of the way.

Why? After they shot everyone, didn't they Delay? And if not, they can always use Full Defense. All the sensor is there for is to prevent Surprise. They'll get a Perception test as they sneak by him, neh?. They should be able to tell if he needs another bullet or two just from the way he's cluchting the gun.
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blakkie
post May 16 2006, 08:25 PM
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QUOTE (Shrike30 @ May 16 2006, 01:41 PM)
You want to tell me what kind of sensor package most PCs carry that would tell the difference between a guard who got killed and fell to the ground behind a low wall, and one who got hit hard and fell down behind a low wall?

Microphone. It's a tough one to pick out his breathing behind a solid barrier like that, but there's a chance especially if there is something else behind to reflect the sound up over the ponywall. Also, depending on composition of the barrier, a milliwave sensor might be able to detect motion of gear or cyberware the guard is carrying.

Basically it's just like a Perception test to hear them. If you had a camera running your could do a quick PIP slow-mo replay to help you identify if buddy likely bought the farm or is just playing it smart by taking a dive.

However that isn't nessarily a lock to figure out if they are dead or not.
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Austere Emancipa...
post May 16 2006, 08:42 PM
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It's probably not a question of taking a dive on purpose. If getting hit doesn't make you fall down, then falling down voluntarily is pretty unlikely.

It's almost impossible to tell whether or how badly this guy is injured as he falls down. It takes about 1.5-2 seconds for him to move after the impact -- nowhere near fast enough for the shooter to figure out he's uninjured in one Initiative Pass.

Seeing through walls is great, but detecting breathing, heartbeat, etc., are pretty useless if you have to immediately figure out if someone is out of the fight. The human body may well continue these functions for several CTs after most fatal hits.

This post has been edited by Austere Emancipator: May 16 2006, 08:43 PM
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Wounded Ronin
post May 16 2006, 11:36 PM
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QUOTE (Telion)
While enforcing the actions first helps, I've found that straining the use of combat pool is generally more effective. Whenever someone takes a shot at the character, make him decide how much combat pool he wants to use to dodge if any, he doesn't know if its going to hit. having a dozen shots taken at you will drain the pool fairly quickly.

for a non-adept with 12+skill this would move the combat to being primarily offensive to a defensive one. Show the characters how to use cover effectively to save combat pool.

also when it comes time when your surrounded by guards.... you generally think twice about moving to the open, seeing as how you can't dodge only the ones that hit.

also remember that guards could have a few points of combat pool too, I usually assign them average attributes so 2-4 CP depending on effectiveness.

You know what? I really like that idea. I think it would certainly enhance a gritty/realistic look and feel.
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Wounded Ronin
post May 16 2006, 11:41 PM
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QUOTE (Austere Emancipator @ May 16 2006, 03:42 PM)
It's probably not a question of taking a dive on purpose. If getting hit doesn't make you fall down, then falling down voluntarily is pretty unlikely.

It's almost impossible to tell whether or how badly this guy is injured as he falls down. It takes about 1.5-2 seconds for him to move after the impact -- nowhere near fast enough for the shooter to figure out he's uninjured in one Initiative Pass.

Seeing through walls is great, but detecting breathing, heartbeat, etc., are pretty useless if you have to immediately figure out if someone is out of the fight. The human body may well continue these functions for several CTs after most fatal hits.

In the past, both myself and others, as players, have used play dead tactics to stop taking fire after being hit. But from what you say that shouldn't work at all, at least not within the space of one combat turn.

What do you think? Should play dead tactics be ineffective until a full combat turn after they have been initiated? That way, you *might* be able to survive another hit or two and fall down acting dead, but it would be a hell of a risk.
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James McMurray
post May 17 2006, 04:37 AM
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It's worked iun my group and would continue to work now. The problem is that you don't neccessarily know if you knocked them down because they're dead or because they suffered knockdown from the force of the blow. Some people put an extra round into you just incase.

For instance, it happened in a game I was running at GenCon a while back. A guy popped up out of full cover to shoot through a window. He took a couple shots then got hit fairly hard and knocked down but without taking a lot of actual damage. When his ass came around again he surprised everyone by popping back up to toss in a grenade because they all assume dht down = dead.
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Unrest
post May 17 2006, 05:13 PM
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I am completely with the OP on this one. It makes no sense to just roll damage secretly and give the players only a vague description of what was done to the npc. Or just point out that any players abusing ooc information to determine their characters actions will be penalized in an old-school method that may or may not involve a falling mountain or a time warping bus.

Instead lets just add more rules to bog things down. I love the concept of declaring your entire action phase beforehand but why stop there? Since your average turn of combat is supposed to simulate three seconds of real life one can realistically assume that most people will not be able to process what is happening all around them fast enough to react. So any characters with logic/intelligence scores less than three have to declare their actions for both this round and the next. This includes free actions. Those more intellectually swift characters with higher than three in those stats must still declare this every other turn, however if they succeed in a composure test they can change the free action of the next round. Of course that composure test should be made with the proper negative modifiers for stress and being under fire.

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Kagetenshi
post May 17 2006, 05:34 PM
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I like it. Done.

Wait, though—sure smart people are smart, but shouldn't they also have to make a Quickness test to see if they physically can change actions? And moving at that speed, I think there should be a Body test to make sure they don't strain anything. Plus a Willpower roll to not piss their pants in fear. Also, you should probably lie to your players a lot to make sure no one has 720-degree vision.

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Shrike30
post May 17 2006, 05:42 PM
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I've seen a number of systems that have the players declare their actions in ascending Initiative order, and then they're resolved in descending Initiative order. People can change up their actions if what they were going to do becomes inappropriate (the object they were going to grab is destroyed by a rocket) but usually take a penalty for doing so.

Asking players to declare 2 actions sometimes (sometimes, because complex actions eat their whole pass) is really not going to "bog down gameplay." In execution, I've found it usually speeds up combat, because the player is not asked to reassess his tactical situation between short bursts.
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Unrest
post May 17 2006, 08:55 PM
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QUOTE (Kagetenshi)
I like it. Done.

Wait, though—sure smart people are smart, but shouldn't they also have to make a Quickness test to see if they physically can change actions? And moving at that speed, I think there should be a Body test to make sure they don't strain anything. Plus a Willpower roll to not piss their pants in fear. Also, you should probably lie to your players a lot to make sure no one has 720-degree vision.

~J

Points I had forgotten. I can see this implemented with little trouble.

"Congratulations you succeeded your composure test but failed your quickness test. Causing you to sprain your ankle, you failed your body test with a critical clitch which means you broke both your ankles and you glitch-succeeded your willpower test so you didn't piss yourself but you did shit your pants."

I can see the point in declaring both simple actions Shrike though I just don't really see it necessary. Though its the GM's call if you want to include another house rule.
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Shrike30
post May 17 2006, 08:59 PM
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I don't have to house-rule anything. I play SR4, where it works like this as per RAW :P
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Kanada Ten
post May 17 2006, 09:07 PM
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QUOTE
In execution, I've found it usually speeds up combat, because the player is not asked to reassess his tactical situation between short bursts.

Really? I found it made them take forever deciding what two actions to make. After instating the declaration, we followed with a no discussing it with other players a few games later, and then tried limiting the declaration time. I found it more annoying than fun, and tossed them all.
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Shrike30
post May 17 2006, 09:39 PM
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It's probably player-dependent. My guys take a bit to decide on something, but telling them they have to decide on two somethings with the same logic process really doesn't take much more effort. Usually, it breaks down to "shoot the guy twice, shoot two different targets, or shoot and do something else..."
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stevebugge
post May 17 2006, 09:51 PM
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In my games I told my players that doing a damage asessment of your shot counted as a simple action (Observe or observe in detail) this really stopped the I shoot then decide what to shoot next play quite a bit.
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Shrike30
post May 17 2006, 09:54 PM
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That's probably a valid approach per RAW. I give my players a decent description of what happens (as the die roll is made behind my screen) and go on with life.
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