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> Staging, ...how many successes?
Wonazer
post Oct 12 2003, 06:33 PM
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QUOTE (Drain Brain)
Dude, we're all insane!

That we are. =)
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CanvasBack
post Oct 12 2003, 07:55 PM
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QUOTE (Kagetenshi @ Oct 12 2003, 01:08 PM)
QUOTE (CanvasBack @ Oct 12 2003, 01:12 PM)
if the shot isn't dodged, 0 net successes for the shooter can still result in base damage.    :eek:

And this is a problem why? It was a nonclean shot that hit, but that didn't hit well at all against Mr. Tough Guy. Successes cease to mean what they meant before after the dodge test ends.



Uhmmm, I'm not contesting that, but someone else seemed to be under the mis-apprehension that if the attacker had 0 successes, the target wouldn't be damaged. This is in fact only the case if the attacker missed outright. :wobble:
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Kagetenshi
post Oct 12 2003, 07:56 PM
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Or if it was dodge test successes that moved the total number of successes to zero.

~J
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Cain
post Oct 12 2003, 07:57 PM
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QUOTE (Nindaru @ Oct 12 2003, 11:16 AM)
Well, here is a theory that I have seen posted in this thread.  You cannot take over damage from one shot.

I say, why not??  Since when can a single bullet NOT kill someone?  Why would I have to shoot twice?  If I aim properly and execute a controlled fire attempt, and my aim is true, I should be able to paste the target with one bullet.  Efficiency is what it is all about anyway.

Because a combat turn is only 3 seconds, and unless you're being very destructive, it'll take at least that long for his body to fully stop functioning. A single shot can cause some very nasty, and possibly permanent damage; but if help arrives within 3 seconds, his chances of survival are much better.

Oh, and don't forget-- it's possible to take a Light wound from a heavy pistol shot. Let's go back to the examples: Joe is shooting at an unfortunate by the name of Liam. Joe takes aim with his trusty Ares Predator (9M, no modifiers) and scores 5 successes. Liam spends 3 Combat Pool on a dodge, all of which succeed, but that's not enough. He then makes a Resistance roll, resulting in another 4 successes.

Because Liam's Dodge test wasn't high enough, he was hit. Liam has a total of 7 successes to stage down the damage, but Joe scored 5 in staging it back up. The net result is that Joe's base damage (9M) is staged down once, to 9L. If Liam had scored two more successes, either Dodge or Soak, he would have taken no damage.

This post has been edited by Cain: Oct 12 2003, 08:03 PM
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Kagetenshi
post Oct 12 2003, 08:07 PM
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Overdamage accrues at what, one/combat round? So a typical human (Body 3) with a gunshot wound to the head dies in nine seconds.
Sounds reasonable to me.

~J
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CanvasBack
post Oct 12 2003, 08:07 PM
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QUOTE (Kagetenshi)
Or if it was dodge test successes that moved the total number of successes to zero.

~J

No, in fact pg 113 of Shadow Run Third Edition, a.k.a. the BBB, is pretty explicit. The Dodge test needs to have more successes than the shooter's number of successes, a tie goes to the person shooting, but dodge successes get to be used to stage down still.

P.S. Don't you love/hate long weekends? :twirl:
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Kagetenshi
post Oct 12 2003, 08:13 PM
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Ok, then I'm wrong.
Pardon me while I now proceed to kill everywho who has viewed this thread in order to remove the evidence.
Mmm, long weekends... :D

~J
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Drain Brain
post Oct 12 2003, 08:29 PM
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QUOTE (Kagetenshi)
Overdamage accrues at what, one/combat round? So a typical human (Body 3) with a gunshot wound to the head dies in nine seconds.
Sounds reasonable to me.

~J

No, they take one box every (Body) rounds, don't they? So, by your example, wouldn't they die in 27 seconds?

And thanks to the wonderful, amorphus "no hit location" damage rules, there are no head shots...
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Kagetenshi
post Oct 12 2003, 08:31 PM
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A Deadly wound is whatever the GM says it is, including a headshot. It just isn't any different than ten light pistol shots to the left arm in a single turn.

~J

[edit]And you're right. So it can be kinda silly if the GM decides that it was a headshot, but a troll with a sniper rifle round lodged in his aorta probably would take a really long time to actually die.
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Modesitt
post Oct 12 2003, 09:04 PM
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QUOTE
Modesitt read: pg. 125 SR3 - Exceeding the Condition Monitor (Part of the standard rules, I might add.


I am not disputing that overflow damage exists. I AM disputing the mere idea that you can deal more than 10 boxes of damage in a single non-naval scale ranged attack under the standard damage staging rules. I'm going to just quote the entire section from page 126 for your benefit that pertains to this. This section is apparently not getting read. May the SR gods forgive me for posting this much out of the book.

QUOTE ("pg 126 BBB @ left column, 3rd paragraph")

Deadlier Over Damage
Ideally, the standard damage rules prevent characters from certain death as a rseult of single, unexpected attacks and thus improve game play.  However, the standard rules also can create some ridiculous situations.  For example, troll characters have such high Body Attributes that they can theoretically survive for a very long time even after taking a shot from a Panther assault cannon square in the head!  To remedy this problem, gamemasters can apply the Deadlier Over-Damage rule.

Under this rule, over-damage applies whenever the Power of an attack is greater than the target's body multiplied by 1.5(For an even deadlier game, apply over-damage whenever the Power of an attack is greater than the target's Body).

Over damage is simply damage created by extra successes after a weapon's Damage Level has been staged up to D.  Every two successes translate into 1 additional Damage Point, which is applied against the target's Physical Condition Monitor(If the attack caused Deadly Stun damage) or Body Overflow (if teh attack caused Deadly Physical damage).


Is anyone disputing that this is an optional rule? If you dispute this being an optional rule and therefore it is how combat normally works, then this conversation simply can't continue because we are reading the rules in a fundamentally different fashion.

Edit: Minor clarification.
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BitBasher
post Oct 12 2003, 09:44 PM
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Optional and normal are not paralell, the rule may be optional, but if 99% of all GM's use it, then it is also normal, while not using it would be abnormal. Normal is subjective. I think it stands to reason that nearly everyone, if not everyone here that GM's uses that rule... If they didn't we wouldn't be talking about it like it's fact.

Text in context is a good thing in a conversation :D
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Wonazer
post Oct 12 2003, 09:59 PM
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Modesitt, since that IS an option, let's say I ignore it. Now its rules do not exist, the text is virtually erased from my SR3. With that in mind, I challenge you to find me other text that says over damage cannot be applied in one hit, from a fresh, no wound target.

You can't.

While we have already noted that sometimes the rules do not make sense, there are also times where the rules are put in odd places. Personally, I think one bullet, no matter what its range of damage is, should be able to kill in one shot. Without reading that optional text I find suporting evidence for my theory in the standard section of the rules.

The problem I am having right now is with combat defining text being inserted within optional rules. Why is it that the text that states "the standard damage rules prevent characters from certain death" is located outside of the MAIN OVERDAMAGE paragraph?!? It makes no sense and is what started all of this silly mess.

So now, after reading all the text, I am going to stick by how I do things. I read the standard rules and came to my conclusion, you all say the OD is an option. Either way, it is the same effect in my games. =) So, I guess I run a more deadly game. Shhh... Don't tell my players...
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BitBasher
post Oct 12 2003, 10:11 PM
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Nindaru, because the rules do NOT address something is never a valid argument EVER. The rules do not say that you cannot lasso the moon with a rope, pull real hard and smash it into the bad guy's head.

The rules do not say a literally infinite number of things. This makes that an invalid argument.

We are dealing with what the rules DO say, and with the exception of the optional rule on Deadlier Overdamage the rules never say that that is possible. They do not in fact mention it in any way shape or form. That makes it entirely a GM's call, and whatever he calls is by definition a house rule, since the rules do not address it.
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Drain Brain
post Oct 12 2003, 11:37 PM
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But by that path of thinking, BitBasher, I equally challenge you to find for me, in the rules a means of accruing more than 10 boxes of thysical damage, from a single shot whilst avoiding the Deadlier Overdamage optional rule.

If you can, it's worth a :notworthy: to ya... ;)
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Kagetenshi
post Oct 12 2003, 11:45 PM
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Again, naval damage. Barring that, I'll let someone else try to look if they want.

~J
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Wonazer
post Oct 13 2003, 12:08 AM
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QUOTE
I equally challenge you to find for me, in the rules a means of accruing more than 10 boxes of thysical damage, from a single shot whilst avoiding the Deadlier Overdamage optional rule.


You can't. I guess I am just pissed that the only place it is addressed is in an area that I would have disregarded due to it being part of the option text. Next time I will read the entire text.

So, we have established that the rules do not say you can, nor do they say you cannot (outside of the optional text). Figures. LOL
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BitBasher
post Oct 13 2003, 12:16 AM
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Righty-o it's only either naval damage or an option rule. Other than that it doesn't happen.
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Wonazer
post Oct 13 2003, 12:19 AM
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Where is this Naval Damage stuff located? (I just found it amusing because I and a few of my friends are Navy.)
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Catsnightmare
post Oct 13 2003, 01:16 AM
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Naval Damage is in Rigger 3. It's a higher scale of damage used for rating POWERFUL weapons, like naval guns/cannons/railguns, anti-warship missiles and torpedos, and IIRC some heavy tank cannons/railguns.
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Drain Brain
post Oct 13 2003, 09:13 AM
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Yes. It's just as silly, though, as imagining a tank's main weapon. You get shot with that and you're chunky salsa too...

Curse those Naval Weapons... they're too extreme! Why should they need rules for them in SR? I'm breaking into a research facility, damnit, who gives a monkey's nut about railguns?
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Wonazer
post Oct 13 2003, 11:08 AM
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DB, forget rail guns, I want to see someone create a Coilgun a.k.a. Gauss Gun.
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Abstruse
post Oct 13 2003, 11:30 AM
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Because if your rigger is attempting to fly the tbird by the installation, they may have a nice pretty artillery gun waiting for him.

The Abstruse One
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Wonazer
post Oct 13 2003, 12:05 PM
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Hehe... Give me initiative and a Gauss Gun and I ask you... What artillery...? =0
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Kagetenshi
post Oct 13 2003, 12:21 PM
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Because they know runners get into crazy hijinks, and they wanted to have naval damage waiting for them on the other side.
Or because they know sometimes people play Desert Wars campaigns, in which this stuff makes rather a lot of sense.
Also, I'll take a railgun over a gauss gun anyday, as a point of style if nothing else.

~J
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Finbar
post Oct 13 2003, 12:31 PM
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Lets not forget the ever popular, "I shoot them with the super secret research project that we are stealing"
so it's good to know how much damage they take when it backfires. :dead: :twirl: :eek:
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