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> Casual brainstorming about hit locations, Just a couple thoughts
Kagetenshi
post May 18 2006, 11:45 PM
Post #26


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QUOTE (Shrike30 @ May 17 2006, 06:40 PM)
Uh, you didn't have a shot *at all* until you finished rolling the hit locations dice.  It's not like the shot magically gets worse.  That's like asking "where does this second force enter in" if the second half of your dice pool comes up all 1s.  You suddenly went from having what LOOKED like a decent roll to having a glitch for no apparent reason, if you're going to have the effects of the shot be observable in the middle of dice rolling.

In SR3 your shot can only get worse than your prediction as you keep rolling—the dice you already rolled define your minimum quality of roll.

Regardless, though, the issue is that successes (or hits, for the heretics among us) determine the quality of the shot. What reason is there, barring issues with cover, for a high-quality shot to hit someone in the arm if it wasn't specifically aimed there? To, as you say, not have a shot at all until the hit location gets rolled requires completely redefining what successes mean in terms of a ranged attack. If that's what's happening, what do they mean now?

~J
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ChuckRozool
post May 19 2006, 04:56 AM
Post #27


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What if you just used the battletech hit location chart, that way you keep it in the family so to speak :P

No, but seriously the Battletech hit location would totally work. Make center, left, and right torso results one hit location, torso. Rolling a 12 gets a head shot and you apply the the called shot modifier. If your roll results in a Torso (critical hit), I think you'd have to roll snake eyes for that, then apply the armor piercing rules. Then you use Austere Emancipator's idea of X armour covers X locations.

And there ya go... simple.
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