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> Speeding up combat without House Rules
Mr. Unpronouncea...
post May 22 2006, 06:28 PM
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QUOTE (Loestal @ May 20 2006, 02:54 AM)
Honestly, combat is faster than 3rd ed. in my opinion. The only thing I like of the old combat system is the fact that a little kid with a hand gun could kill you if you rolled right.

Er...how?

In SR3 you rolled only the skill + optional combat pool (up to the skill) so for some kid with daddy's gun that's a whole 0 (zero) dice = automatic miss = no risk.

In SR4 you roll atribute + skill + optional edge (attribute-1 + optional edge if skill = 0) so guns are much more deadly, since even completely unskilled people can have as many as 12 dice to throw.
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James McMurray
post May 22 2006, 06:51 PM
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In SR3 you can default to an attribute if you have no skill. IIRC it's +2 to the target number.

In both systems a little kid killing you is pretty hard to have happen, but possible. Combat in SR4 is faster to me because you don't have to portion out your combat pool, making decisions with every single roll as to how much you should use and how much you should save. Also SR4 tends to be deadlier IMX. It's harder to flat out kill someone with a single shot unless you're really geared towards doing that, but it's also harder to totally avoid damage unless you're really geared towards doing that.
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Mr. Unpronouncea...
post May 22 2006, 06:57 PM
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Ah, that's right...attribute defaulting - forgot about that...but I think it was more like +4 or +6 to the TN. SR4 is still much more risky.
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stevebugge
post May 22 2006, 06:58 PM
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How much or little having a combat pool slowed things down really varied by player. But for players who have to carefully weigh the use of every combat pool die they have and who went out of the way to develop huge combat pools, and then had Karma Pools of 10+ on top of that, those could create major delays. Edge topping out at 8 for a Lucky Human reduces the number of times those decisions have to be made (I haven't figured out how to increase the decision making speed yet). As for SR4 being deadlier, I haven't noticed that yet but I have noticed that three entire classes of weapon (hold-out, light, and machine pistols) are no longer useless pieces of dead weight.
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mdynna
post May 23 2006, 03:49 PM
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I too have (so far) found SR4 combat is slower. However, the plain and simple fact is that SR4 combat has more rolls than SR3 did. The addition of the "bullet dodge" test for ranged combat means there's one extra roll that SR3 never had, so that's going to slow things down. I'm looking seriously at the "no reaction test, range is now a threshold" optional rule.

On the "don't change rules" side. Players should know their skills/rolls. Make sure they know what skill they're rolling, what its related attribute is, and the total Dice for both. One thing I did with SR3 and am starting to do with SR4 is "assign" certain modifiers to players and others to the GM. For instance, I can't always remember what gear a character has so I have told my players that the modifier for their gear (smartlink) is their responsibility to keep track of. Injury modifier is another one. Then all I need to tell them are the circumstances when those don't apply for whatever reason. Also, since the player's are keeping track of their skills, when it comes time to make a test I will just tell them the "net situational modifier." This speeds things up as it doesn't put all the responsibility on the GM.
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mfb
post May 23 2006, 05:26 PM
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huh? SR3 has a dodge test. it's optional, sure, but it's there.
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stevebugge
post May 23 2006, 05:31 PM
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QUOTE (mfb @ May 23 2006, 09:26 AM)
huh? SR3 has a dodge test. it's optional, sure, but it's there.

And it's mechanic was another of those that fed the great Combat Pool Use Dilemna for my players. It also created a rather bizzare dynamic of requiring one grunt for every 4 points of combat pool to make a combat even worth running.
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mdynna
post May 23 2006, 06:21 PM
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QUOTE (mfb)
huh? SR3 has a dodge test. it's optional, sure, but it's there.

I never used that rule. I didn't like the idea of bullet dodging then, and I still don't like it under SR4. Even if it is "standard" now.

There is no way someone can "dodge" a bullet. So what does this test represent? The character "twisting and turning"? There are already modifiers for cover, and target running/moving. I just don't see someone standing in one spot, doing the "duck and weave" effectively dodging bullets.
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phasmaphobic
post May 23 2006, 06:55 PM
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QUOTE (mdynna)
QUOTE (mfb @ May 23 2006, 12:26 PM)
huh? SR3 has a dodge test. it's optional, sure, but it's there.

I never used that rule. I didn't like the idea of bullet dodging then, and I still don't like it under SR4. Even if it is "standard" now.

There is no way someone can "dodge" a bullet. So what does this test represent? The character "twisting and turning"? There are already modifiers for cover, and target running/moving. I just don't see someone standing in one spot, doing the "duck and weave" effectively dodging bullets.

I've been debating using some of the alternate rules on page 69, specifically the no-bullet-dodging thing.
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Butterblume
post May 23 2006, 06:58 PM
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As in SR3, you don't dodge the bullet. You dodge the shot.
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Serbitar
post May 23 2006, 07:08 PM
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QUOTE (mdynna)
There are already modifiers for cover, and target running/moving. I just don't see someone standing in one spot, doing the "duck and weave" effectively dodging bullets.

So you think there is no difference between hitting man who is just running along and a man that is running and actively avoiding being shot at?

Exactly that difference is the dodge roll.
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phasmaphobic
post May 23 2006, 07:10 PM
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QUOTE (Serbitar)
QUOTE (mdynna @ May 23 2006, 01:21 PM)
There are already modifiers for cover, and target running/moving.  I just don't see someone standing in one spot, doing the "duck and weave" effectively dodging bullets.

So you think there is no difference between hitting man who is just running along and a man that is running and actively avoiding being shot at?

Exactly that difference is the dodge roll.

I think the "Alternate Combat Resolution" options on page 69 are good for this. Instead, apply those modifiers to the threshold for the test.
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Serbitar
post May 23 2006, 07:12 PM
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Inconsistent. Tests in SR4 are always opposed test if two entities (shooter, target) working against each other are involved.
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mrcatman
post May 23 2006, 07:14 PM
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Even though "Buying Hits" (SR4, pg.55) doesn't seem like it was made for this purpose, you could use that option in place of rolling for any tests your group finds the least exciting to roll.

If they get a kick out of rolling attack, ditch & damage dealt checks, then you could buy hits for damage soak checks to help speed things up a tiny bit.

Not sure how it will actually play out, but it seems better (to me, at least) than the alternate combat (pg. 69) armor reduces attack DV idea.

We also noticed that our mage didn't really need to roll when casting low force Heal spells outside of combat, because he had so many dice for casting and drain resist. This seems like a good application of the Buying Hits as well.
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Serbitar
post May 23 2006, 07:23 PM
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You could also not roll at all, but use the buying hit rule for every roll in combat . . .
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phasmaphobic
post May 23 2006, 07:28 PM
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QUOTE (Serbitar)
Inconsistent. Tests in SR4 are always opposed test if two entities (shooter, target) working against each other are involved.

So what's your point? I'm not looking for consistency, I'm looking for speed.

Then again, I'm not looking for house rules either, but combat aides to help in the management of combat.
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mrcatman
post May 23 2006, 07:29 PM
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QUOTE (Serbitar)
You could also not roll at all, but use the buying hit rule for every roll in combat . . .

I'm pretty sure you are aware that's not what I was suggesting. That makes me wonder why you posted this at all.

The point is to find the fine line of what is fun and what is not fun. Rolling for everything is not fun to all groups, as even the game designers realize (note their suggestions on reducing dice rolls on page 69).

I was suggesting buying hits for the things the group finds boring, and rolling for everything else. This will vary from group to group. For us, that could be simply buying hits for 2 kinds of rolls, and that's it.
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TBRMInsanity
post May 23 2006, 07:41 PM
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I recall reading somewhere about trading in dice for hits. Does anyone else read something along those lines?
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mrcatman
post May 23 2006, 07:42 PM
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QUOTE (TBRMInsanity)
I recall reading somewhere about trading in dice for hits. Does anyone else read something along those lines?

Yea, see my post above:
"Buying Hits" (SR4, pg.55)
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Serbitar
post May 23 2006, 07:46 PM
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@phasmophobic:

Rules need only 20% of combat time. GM and players desicions need the rest. If the GM wants to speed up combat, he has to press the players. Do not let them think 1 minute about what the want to do. Calculate the combat modifiers for them if they cant do it in 10 seconds. Do not let them "celebrate" every dice roll, there is nothing left to think about (no combat pool to distribute), they just have to roll.

In my expereince, a good GM can accelerate combat by a factor of, say, 3 if he wants to and is prepared. The most important things are fast combat modifier calculation and to spend no time on figuring out who can act next (write the complete sequence from first to last down, in the heat of battle just the initiative and passes wont do).

@mrcartman: I just wanted to show, that there is a reason why something is rolled. It is kind of unfair to let the shooter roll, but not the defender.
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