My Assistant
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Jun 7 2006, 05:36 PM
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#26
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Moving Target ![]() ![]() Group: Members Posts: 565 Joined: 7-January 04 Member No.: 5,965 |
lets look at the options for various characters.
Body 1: leather jacket (2/2) Body 2: Armor clothing (4/0) Body 3: Armor vest, actioneer business clothes, cameleon suit, lined coat, urban explorer (this is the average consumer) Body 4: Armor jacket, Camoflage suit Body 5: Armor jacket+helmet, or full body armor. Body 6: full body armor + helmet (12/10) Body 7: armor jacket + Balistic Sheild (14/10, -1 all physical tests from sheild) Body 8: armor jacket + helmet + balistic sheild (15/12), or FBA + Sheild. So, if you have a body 1 or 2 guy, its clear that you cant take many hits in combat. body 3 has a lot of options, as thats the majority of the consumer base. the guys at body 5+ dont really have to worry about it unless they want to go out of their way to get a ton of armor. generaly, your gun-bunnies will have a variety of options for armor. you need high-protection, or discrete style, or concealment, you go with a different option. The average character in shadowrun will have body 3 and 6 balistic armor. thats 9 soak, for 3 hits on average. add in the average 3 reaction (which most players will have closer to 6), and you have damage mitigation at 4 boxes per hit. average attacker will have 8 dice less penalties, for 2 average hits, 1 after defenders reaction. so on average, a weapon will do DV -3 damage per shot to the mythical 'average' runner. and that is where combat is going to balance. Body 1 will have 3 dice for soak with that jacket, meaning he takes DV -1 per hit. Body 2 will have 6, meaning DV -2 per hit. This translates into (DV-body) damge per average hit, with the system being skewed at the high-body end due to a lack of stronger armors for orks/trolls. body 1 or 2 will drop in 3 pistol shots (even light pistol shots). body 3 can take 5 shots from a heavy pistol. body 4 can take about 10 hits from a heavy pistol. body 5+, with enough armor, can shrug off heavy pistol shots from mooks. We are working in a system, where any character who wants to can focus on defense, can be tough enough that most low-end mooks cant hurt them in combat. this allows for us to portray a bad-ass who can walk calmy through gunfire, while killing enemies with percise shots that always hit. some people want that. same person will either take cover or die quickly the moment an MG opens up with a full burst- thats realism sticking in its ugly head. What the current encumberace rules do, is say that you can get an average soak equal to your body, or higher if you want a penalty greater than 1 per soak gained (-3/2 soak average). this creates a damage-mitigation mechanic for body, and it also says that higher body takes stun from stronger DV. this is an equipment-based mechanic, which means you need to keep up with SOTA. a reaction penalty makes you easier to hit- -3 reaction for a +2 soak is a good deal in terms of mitigation, as you take less damage overall. the agility penalty meakes it harder for you to hit them, and a -3 there means one less hit, and one less damage to the enemy. so the two together means the fight takes a lot longer. |
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Jun 7 2006, 06:13 PM
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#27
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 16-December 05 From: new jack city Member No.: 8,077 |
Dropping in my :nuyen: 2, I was in the military, and wearing a kevlar vest all day got really heavy and uncomforable. I cant imagine a long jacket made of that stuff. I hope you have a personal cooling system inside your undies.. beacuse it is gonna get hot.
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Jun 7 2006, 07:04 PM
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#28
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 453 Joined: 15-August 02 From: Kansas City, MO Member No.: 3,116 |
I'm curious as to how these rules are actually supposed to be read in the first place. How does the zeitgeist interpret the armor/encumbrance penalty rules? Read on for two differing interpretations.
SR4 page 149, under Armor and Encumbrance ----------------------------------------- "Too much armor, however, can slow a character down. If either of a character's armor ratings exceeds his Body x 2, apply a –1 modiier to Agility and Reaction for every 2 points (or fraction thereof) that his Body is exceeded. Note that this may affect Initiative as well. If a character is wearing multiple armor items, add their ratings together before comparing to Body." Consider the following two example characters from SR4... ========= EXAMPLE 1 ========= Covert Ops Specialist (rules as written) --------------------- Body: 2 Armor: Armor Jacket 8/6 Her Armor Jacket exceeds her Body x 2. We then determine how many points her Body is exceeded by... Armor - Body = Exceeded Amount 8 - 2 = 6 For every 2 points incur -1 Agility and Reaction penalty... Exceeded Amount / 2 = Penalty 6 / 2 = 3 Drone Rigger (rules as written) ------------ Body: 3 Armor: Armor Jacket 8/6 His Armor Jacket exceeds his Body x 2. We then determine how many points his Body is exceeded by... Armor - Body = Exceeded Amount 8 - 3 = 5 For every 2 points incur -1 Agility and Reaction penalty... Exceeded Amount / 2 = Penalty 5 / 2 = 3 Should this be interpreted as... "If either of a character's armor ratings exceeds his Body x 2, apply a –1 modiier to Agility and Reaction for every 2 points (or fraction thereof) that his Body x 2 is exceeded. Note that this may affect Initiative as well. If a character is wearing multiple armor items, add their ratings together before comparing to Body x 2." Consider the same two example characters again... ========= EXAMPLE 2 ========= Covert Ops Specialist (rules as meant?) --------------------- Body: 2 Armor: Armor Jacket 8/6 Her Armor Jacket exceeds her Body x 2. We then determine how many points her Body x 2 is exceeded by... Armor - (Body x 2) = Exceeded Amount 8 - 4 = 4 For every 2 points incur -1 Agility and Reaction penalty... Exceeded Amount / 2 = Penalty 4 / 2 = 2 Drone Rigger (rules as meant?) ------------ Body: 3 Armor: Armor Jacket 8/6 His Armor Jacket exceeds his Body x 2. We then determine how many points his Body is exceeded by... Armor - (Body x 2) = Exceeded Amount 8 - 6 = 2 For every 2 points incur -1 Agility and Reaction penalty... Exceeded Amount / 2 = Penalty 2 / 2 = 1 Typical Armors (just for reference) -------------- Armor Clothing: 4/0 Actioneer Business Clothes: 5/3 Armor Vest: 6/4 Armor Jacket: 8/6 Camouflage Suit: 8/6 |
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Jun 7 2006, 07:09 PM
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#29
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 |
I am not sure what you are aiming at ;).
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Jun 7 2006, 07:16 PM
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#30
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,479 Joined: 6-May 05 From: Idaho Member No.: 7,377 |
I've had to spend way to much time in bullet proof vests and stab vest also. Most of the time it was the damned stab vest, I had to wear that thing everywhere. It really was nothing compared to a "real" vest (it was a cloth and velcro outer with a flexible insert that was probably about a 1/4 inch thick), but it did restrict my movements, I could never really sit comfortably, and well, it just sucked. If I had to be a total nerd I would give stab vests a 0/3 armor rating (made to stab shanks really, they said it could stop knives, but ha ha, who are they fooling), or somewhere in there, so I could imagine how irratating an armor jacket would be.... |
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Jun 7 2006, 07:22 PM
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#31
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 |
@coolgrafix
Just don't exceed the limit, mm'kay? :D It seems pretty clear that as written it is the former. Which is really nasty. Especially to high Body characters that exceed Body*2 by only a little bit. Maybe that is why they put it in that way? The later certainly does make it a lot tamer. A Body 2 character wearing an Armored Vest gains those extra 2 dice for soaking at the price of only 1 Reaction die. |
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Jun 7 2006, 08:01 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 |
I imagine armored jackets as being like modern military combat armor (in a jacket rather than a vest) with extra ballistic cloth covering the arms. There's some allowance for style, but the book describes them as being obviously armor. Once you figure in trauma plates, the combat armor of today usually weighs upwards of 25 pounds, without protecting the arms. I really don't have a problem with that slowing the "average" person down to the tune of one less die on Agility and Reaction.
The last time I wore a bulletproof vest, I was noticeably smaller. These days, I'm about 6'1", 215 lbs, and while not a total gym-monkey, I'm fairly fit... Body 4 would be a reasonable SR translation. The last time I threw on a chainmail shirt (which weighs about 30 pounds, pretty much the same as modern combat armor, and is much more flexible), I was definitely noticing how the added weight affected my movement. The fact that someone of "average" body will net a -1 from wearing an armored jacket seems pretty reasonable to me, especially once you figure in that it triples the number of dice they resist with using Impact, and nearly quadruples the number of dice they resist with using Ballistic. |
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Jun 7 2006, 10:09 PM
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#33
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Target ![]() Group: Members Posts: 81 Joined: 19-May 06 Member No.: 8,576 |
Warning, house rule alert!
I tend to run slightly more cinematic games than most, but I use the armor rules as written with one tiny (huge) alteration. For armor encumbrance purposes only I treat everyone as being body+1. It still puts a significant penalty on folks with low body, makes those with high body even more insane, but overall seems to make things a little smoother and a little less brutal for all the Body 2 pedestrians/grunts (There has to be plenty since Body 3 is just the average). |
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Jun 7 2006, 10:29 PM
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#34
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,401 Joined: 23-February 04 From: Honolulu, HI Member No.: 6,099 |
Let's pause for a moment to marvel at the wonders of female gymnasts. |
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Jun 7 2006, 11:11 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 |
Seriously, I don't see the problem here. Take someone with body 2, stick them in an armored long coat or a vest, and they get a -1 to Agility and Reaction. What's so problematic or unbelievable about that? Body armor isn't exactly comfortable or light.
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Jun 8 2006, 12:28 AM
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#36
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Why oh why didn't I take the blue pill. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,545 Joined: 26-February 02 From: Gloomy Boise Idaho Member No.: 2,006 |
Even "light" body armor, like a Level I Kevlar vest is encumbering. I am not sure how much it weighs, but it is stiff and riggid. It makes hard just to sit down. The key here though is that you should make a character with 3 body, or suck up the penalty. Don't wine about not being physically fit enough to use body armor. Shadowrunning is hard, and only the fit survive.
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Jun 8 2006, 11:42 AM
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#37
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
If NIJ ballistic level I vests were made of modern materials (they aren't, as a rule, made at all these days), they would be very flexible and extremely light. The old level II (approx) vest I wore in the military had magazine pouches and very heavy camoflage covering, making it far stiffer, heavier and larger than modern concealable level III-A vests, but even I (MAX Body 2) could carry that without any real problems. It may have slightly reduced my mobility beyond what simply carrying the ~3-3.5kg extra would have, but the difference wasn't particularly great. Had it been cut for concealability, I would hardly have noticed having it on unless I was doing gymnastics, or under extended physical stress where body heat would have been an issue. When you get to the heavier forms of armor and those with greater coverage, though, I have no problems with even a "single layer" of those causing serious losses in mobility for those of below average fitness. Rigid armor is a pain in the ass, as is any armor covering the limbs. I also have no problem with Body being very important for everyone who expects to engage in lethal combat on a regular basis -- in fact I would quite gladly have it be the central physicall attribute for all such characters.
:lick:
Since Body describes a character's general physical fitness, I'd say several female gymnasts are at least BOD 4. The really tiny ones from Eastern Europe and Asia who apparently have no bones might be 1s and 2s, though. |
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Jun 8 2006, 12:50 PM
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#38
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Target ![]() Group: Members Posts: 86 Joined: 8-January 05 From: St. Paul, MN Member No.: 6,949 |
Fair enough. And yet you still don't see them doing cartwheels and backflips in kevlar vests. |
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Jun 8 2006, 01:19 PM
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#39
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
You would, if the audience taking potshots at you with handguns were a common occurrence in gymnastics. It would reduce their mobility slightly, even making some of the more outlandish maneuvers impossible (because it would reduce their ability to bend their torsos), but a 2kg flexible vest would absolutely not stop a person in that good a physical condition from performing something as simple as a cartwheel or backflip.
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Jun 8 2006, 02:07 PM
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#40
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 8-September 05 Member No.: 7,718 |
And a Shadowrunner with an agility of 5, athletics of 5 and a specilization in gymnastics would be VERY capable of performing these relatively simple maneuvers (2 successes.. MAX for a backflip) with a 1, 2, 3, or even 4 die penalty. Hell, I am 6 ft. tall and damn near 300 lbs. I get winded if I walk too fast up a flight of stairs and I can do a cartwheel or a round-off. I sometimes do cartwheels wearing a backpack with a waist strap. (backflips remain beyond me however). |
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Jun 8 2006, 02:09 PM
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#41
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
No disagreement there. I just felt SuperSpy's message overestimated the negative effect of light body armor on a person's mobility.
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Jun 8 2006, 02:20 PM
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#42
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 453 Joined: 15-August 02 From: Kansas City, MO Member No.: 3,116 |
The issue for me isn't whether armor in real life slows people down. Sure it does. And it's fucking hot and uncomfortable.
The issue is how the rule is meant to be interpreted. Actually, the deeper issue is why the armor encumbrance rules still exist at all in SR4 since the whole point of the edition is to streamline obtuse rules. In all areas of the game reality simulation was sacrificed in order to streamline the rules... something I eventually agreed with in concept and now applaud. That this section of the rules didn't get trimmed is in my mind an oversight. |
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Jun 8 2006, 02:29 PM
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#43
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Body armor makes backflips more difficult. Fine. I'll agree with that. I mean, I don't know, but it sounds pretty darn reasonable.
But isn't this penalty applied to all agility tests? Does an armor vest make it more difficult to shoot a pistol? That seems like more of a strech to me. |
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Jun 8 2006, 02:38 PM
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#44
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Target ![]() Group: Members Posts: 86 Joined: 8-January 05 From: St. Paul, MN Member No.: 6,949 |
I'm not saying that wearing armor stops you cold. I said in my original post that a gymnast would still be capable of performing much of her routine in armor. It's just that armor, even if flexible (hell, even just bulky clothing), is going to provide some level of hinderance or added difficulty. Hense the encumberance penalty. And I don't expect the mechanic to model real life perfectly, but the rule approximates the situation close enough that I can suspend my disbelief or whatever. I think one of the big reasons that the encumberance is designed this way is so that Body doesn't turn into a dump stat. Look how few skills are based off of Body. And unless you're a troll or an ork, it's a lot easier to bulk up on armor than it is on Body. If we didn't have the encumerance mechanic as written, there wouldn't be nearly as much reason to buy a Body score of 3 or more. |
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Jun 8 2006, 02:43 PM
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#45
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Target ![]() Group: Members Posts: 86 Joined: 8-January 05 From: St. Paul, MN Member No.: 6,949 |
This is the one part of the encumberance penalty that doesn't make as much sense to me. Personally, if I were designing the game I would strongly consider making firearms Intuition based rather than Agility based. On the other hand, keep in mind that in Shadowrun combat (especially if you envision it cinematically), you're not just standing still and firing at a still target. You're entire body is constantly moving, swinging around to follow targets or acquiring new ones. |
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Jun 8 2006, 04:11 PM
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#46
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,479 Joined: 6-May 05 From: Idaho Member No.: 7,377 |
Hey, you can have an intuition based gunslinger....Just make them blind, heh.
When doing firearm drills (crouching, laying on my gut, shooting around cover) with my old Glock in my vest, I would have preffered to not have it on. I could see it translating to a -1 die or so in a game. |
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Jun 8 2006, 04:35 PM
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#47
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Moving Target ![]() ![]() Group: Members Posts: 266 Joined: 16-April 02 From: DC Member No.: 2,605 |
I have spent a significant amount of time wearing body armor in Iraq and for an additional 5 years before that, and I can tell you the heavier stuff can severely hinder your ability to move around. That being said, it was always those with greater physical strength who were affected less. In my games my group has always houseruled that armor limits are linked to strength instead of body. We did the same in SR3 and were sad to see that even with changing it in SR4 they didn't get it right. Just my 2 :nuyen: In SR3 it made no sense why an orc or troll (lower quickness but higher strength) would be effected more than an elf (higher quickness but lower strength). I still don't see why someones endurance and fitness would have a greater impact on their ability to remain mobil in heavy armor than someones overall physical strength. I can understand over time someone with higher body would not become tired as quickly, but I still think strength is the better choice.
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Jun 8 2006, 04:39 PM
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#48
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Maybe instead of comparing armor to Bodyx2 it should be compared to Body+Strength. How's that for a house rule?
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Jun 8 2006, 05:01 PM
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#49
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 |
That I could get all over. Not just for "realism", but Str is likely the least represented Attribute at this point. Not quite to dump stat status, because I don't think SR4 really has one of those, but pretty close. Having your armor limit based on it is a significant boost to it's importance. @coolgrafix I think the text is quite clear on how you calculate the penalty, and like I mentioned before I understand why they do it that way. As for why there is a penalty at all, the encumberance calculation isn't done that often. If it was based on your injury status, or something that changed round to round, or changed over time or something I'd definately take issue with it. As it is it seems pretty straight forward for Balistic and Impact armor. However it is very unclear how the armor enhancements are suppose to figure into it. I know that has been discussed here before, and there was no clear concensus on exactly how or if they are suppose to be taken into account. |
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Jun 8 2006, 05:05 PM
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#50
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Target ![]() Group: Members Posts: 86 Joined: 8-January 05 From: St. Paul, MN Member No.: 6,949 |
Yeah, as much as I try not to house rule, I might just steal that. |
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