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> Damage to objects?
ornot
post Jul 8 2006, 03:50 PM
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When I played a mage in SR3 I used telekinesis to steal guns on occasion. I believe the system worked like this... the mage cast the spell and had to defeat the object resistance of the gun, then the wielder of the weapon had to make a strength check to hold onto it and had to beat the mages successes. This translates quite nicely into SR4, although I'm not sure that magic fingers would work, as it allows fine manipulation, rather than great force. You could eject the clip with it, or engage the safety, but that's just my interpretation.

Power bolting the gun is even simpler. Assign the gun an object resistance rating, an armour and structure rating and determine damage based on that.

I don't know much about guns, but in my limited experience they are pretty tough (depending on model). If someone wanted to make an attack on a weapon I'd rule it in the same way that I would if they were trying to attack a barrier, except that the defender could make a defense test to reduce their successes. You'd need to assign a structure and armour rating to the weapon involved, then refer to the barrier rules.

If I was feeling particularly number crunchy (which right now I'm not) I'd also assign a structure and armour rating to the attackers weapon to see if that was damaged. Hence a claymore or a fire axe would have a high enough structure and armour that it would be unlikely to break, while a fencing foil or similar would more likely snap.

It occurs to me that this could also replace the section about blunt objects doing less damage to a barrier than sharp ones (which leads to the problem that it's easier to cut down a tree with a club than an axe). All this is, however, more maths than I can face on a sunday.
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Samaels Ghost
post Jul 8 2006, 06:46 PM
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QUOTE
It occurs to me that this could also replace the section about blunt objects doing less damage to a barrier than sharp ones (which leads to the problem that it's easier to cut down a tree with a club than an axe). All this is, however, more maths than I can face on a sunday.


where's this at? The table on 158 says that all melee weapons don't get their DV changed for attacking barriers.
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James McMurray
post Jul 8 2006, 11:52 PM
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QUOTE (Edward)
It is quit improbable that he will chop the gun in half (not braced and all that) but he could easily dent or bend the barrel, making the weapon useless.

"Chopped in half" vs. "dented beyond repair" are just flavor text versions of the same rules mechanic.
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Abbandon
post Jul 9 2006, 08:34 PM
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Abra cadabra, GM discretion.

If a melee player wants to use something to smash something on another player just make a called shot followed by a normal melee attack and if the player hits then it has whatever affect the player wants within reason.

A grenade vs items....If you chuck a grenade at somebody i wouldnt roll for every little piece of equipment they were carrying. It would either hit the guy or it would not. Otherwise your getting into the realm of "where exactly did the bullet hit" and trying to come up with some crazy dice roll table to see if you shot the guy in a toe or a finger or killed his sunglasses or shot off his ear.

If your trying to specifically shoot something on another person it would work the same as the melee attack. You call the shot and apply a heavy negative modifier and take the shot. If it hit your destroy the item.

Sounds like some unkillable machine stole your secret commlink and your trying to break it before he gets away so nobody finds out your #1 band on your commlink is N'Sync.

If a GM has players trying to always shoot out an enemy hacker/riggers commlink to nuetralize them i would just say that you cant see the commlink. You dont need specific rules on how to do specific things.

Player: "Hey my player wants to try and wipe his ass with toilet paper in a more effecient manner"

GM: Uhhhh ok make a logic test.

Player: I got 1 success

GM: Congrats your guy now has ass wiping skill 1 and learned a more effecient way to wipe his ass
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Abbandon
post Jul 9 2006, 08:44 PM
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I have a question about smashing barriers.

If i try to punch my fist through a wall it has a base of 0 damage and only my hits count ?? So i have 6p damage fists and I throw my agility+unarmed and get like 5 hits. My 6p fists are totally ignored and i only do 5 damage to the wall ??

Oh i was confused about the table on sr4 pg158. Damaging barriers Table. Those are modifiers for DV but they dont have any +'s on them so i thought thats where the DV started.

So my fist would have done 11P and against an average wall it would be resisted with 8 dice(4x2). So even if the wall got 6 hits i would still smash a hole in it.

An ares predator 4 on the other hand would be 5P+ plus net hits +1. Lets say 6 hits. 12P vs an average wall or 8 dice. Even if the wall rolls 7 hits i still smash blow a hole in the wall.

Right ? Thats kinda..funny... a single bullet knocking a meter size hole in the wall..
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James McMurray
post Jul 9 2006, 09:22 PM
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Look at the table, bullets have only 2DV.

edit: Also, you don't need a special rule for breaking items if you just want to go the GM discretion route, but if there's already rules in place why not use them?
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sorcel
post Jul 9 2006, 10:18 PM
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QUOTE (Edward)
What about spell verses weapon, my semi pacifist mage is not above power bolting enemies guns, or wrestling them away with a force 8 magic fingers spell, or at least I would not be if I had the foggiest idea how you would resolve such an action

As to use of Magic Fingers to wrest away an opponent's weapon, I think the spell's description is clear. The spell allows its caster to manipulate objects, use skills, and even engage in combat, all remotely -- just at a -2 penalty. Hits on the Spellcasting test effectively become "substitute" Strength and Agility. So, if a mage character cast Magic Fingers and got 4 hits, that's 4 Strength and 4 Agility that he can then use in conjunction with the Called Shot / Disarm rules mentioned earlier in this thread. (At first blush, I'd suggest using the spell's substitute Agility + Unarmed Combat, given that the spell is called "Magic Fingers" and not "Magic Swords" or "Magic Knives.")

As to your first point, destroying an enemy's weapon with a spell, I think it mostly falls in line with the questions that began this thread: how does one damage an object at all, regardless of the medium of attack? A Physical spell like Powerbolt might eliminate the arguable conceptual glitch of steel-katana-versus-steel-shotgun, but it's the same fundamental question. We could enumerate lots of 'em. What about Killing Hands -- can an adept use his bare hands to break a weapon? Or a vehicle -- what happens if you drive an Ares Citymaster over a frag grenade? Lots of iterations, but they all point to the same hole in the rules.

We've cobbled together an inelegant solution in this thread, but (obviously) an official word from FanPro would be better.

-S
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James McMurray
post Jul 9 2006, 10:39 PM
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I'm not sure what's inelegant about it. It works using the rules as written. A finer definitionof structure rating vs. size would be nice, but percentages are fairly easy to use.
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sorcel
post Jul 9 2006, 11:28 PM
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QUOTE (James McMurray)
I'm not sure what's inelegant about it. It works using the rules as written. A finer definitionof structure rating vs. size would be nice, but percentages are fairly easy to use.

You answer your own question. I'd like the rule condensed and concretized, so that I don't need to invent the structure ratings myself. You know, for sake of consistency, better things to do, etc., etc.

I'd also like it playtested, but maybe I'm being greedy. :)

-S
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Abbandon
post Jul 10 2006, 02:56 AM
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Oh ok.. some things get there damage value set and some get left alone. So if your shooting a wall it doesnt matter if your using a walter palm or a Panther XXL the damage value = 2 for bullets.

But for my fist i get to start with my str/2 +whatever and add on my hits.

And a high explosive rocket dv=14 would get multiplied by 3 + hits and only get soaked by 1x armor.
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Shrike30
post Jul 10 2006, 06:17 PM
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QUOTE (sorcel @ Jul 9 2006, 03:18 PM)
what happens if you drive an Ares Citymaster over a frag grenade?

It ignores it. The blast doesn't do the "contained" thing (since it can vent out to the sides) and the grenade doesn't have enough punch to make it through the hardened armor of the citymaster. You might damage the tires...
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sorcel
post Jul 10 2006, 07:10 PM
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QUOTE (Shrike30)
It ignores it.  The blast doesn't do the "contained" thing (since it can vent out to the sides) and the grenade doesn't have enough punch to make it through the hardened armor of the citymaster.  You might damage the tires...

I'd say you aptly demonstrate my point. The question I asked was (perhaps unclearly) aimed just as much at the fate of the grenade as at the fate of the Citymaster. You assume that the grenade is destroyed, probably because that's what common sense dictates. It's a viable assumption. But the RAW are silent, and that's a hole.

Maybe the grenade-versus-Citymaster example is too easy. How about a tougher call -- like a grenade being run over by a Honda Spirit? Common sense might suggest that a grenade would be crushed by a Citymaster... but by a compact commuter vehicle? What about a Dodge Scoot? A Doberman drone? How could we make these sorts of calls? Where would we even begin? The RAW don't tell us, so we have to get inventive. And inventive generally means inconsistent.

Let's say we decide to use the Ramming Damage rules for vehicle combat. It's not a nice fit, given that the driver of the Spirit isn't trying to hit the grenade, and isn't hitting the grenade head-on. But it's the closest thing I can think of. Even so, we still don't know how much abuse a grenade can take before being destroyed. Or a commlink. Or a petunia. In short, our decision to use Ramming Damage rules ain't much help, because it's only one half of the equation.

Forgive me for belaboring the point. I don't mean to suggest that we need a rule for every tiny fraggin' thing. But if and how an object -- any object -- takes damage seems like the sort of question one might want answered consistently in a game where characters routinely carry sensitive equipment, utilize heavy firepower, and sling reality-bending magic at one other. This is especially true when detectability and collateral damage are palpable threats to said characters' survival.

-S
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James McMurray
post Jul 10 2006, 07:11 PM
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IIRC The blast will still ricochet back and forth. The chunky salsa rules ddon't require a completely closed blast zone.
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Austere Emancipa...
post Jul 10 2006, 07:23 PM
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Wait, a citymaster is a wheeled vehicle, right? I'd say the spoon and clip on the average frag grenade might be mangled to make the grenade unusable, but at least the kind of nades I handled could otherwise take a truck driving over them. The probability of a 2050s+ nade detonating as a result of this would be about zero, regardless of whether the shell breaks and the insides spread all over the street or not, unless it was primed beforehand. I personally handled nade fuses designed in the 50s which could apparently go off if you so much as looked at them funny.

Grenades without relatively tough, metallic outer shells would fare worse, obviously. RL offensive grenades ("Defensive Grenades" in SR for some reason) might well splatter, as might newer frag grenades that only have a light plastic cover with a "sleeve" of preformed fragments/steel balls.

[I know you're just trying to think of ways to come up with rules for these things, but I figure if we logically handle all of these examples eventually you won't need rules. :) ]
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sorcel
post Jul 10 2006, 07:49 PM
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QUOTE (Austere Emancipator)
I personally handled nade fuses designed in the 50s which could apparently go off if you so much as looked at them funny.


This is the sort of grenade I was thinking -- the sort I'm familiar with from old B&W WWII flicks. Having never been involved in anything "military" myself, I can't say I have first-hand experience with any sort of grenade, old or new; thus, merely applying common sense to the workings of a grenade is undoubtedly not as easy for me as it is for you. If I had to guess, I'd say a handsome majority of SR4 players are probably in my shoes rather than yours. But that's just a guess.

QUOTE (Austere Emancipator)
[I know you're just trying to think of ways to come up with rules for these things, but I figure if we logically handle all of these examples eventually you won't need rules. :) ]


See my earlier comment in this post. Logic is great, but it's inevitably case-by-case. If we want a consistent solution that doesn't depend on first-hand experience -- which most SR player are likely to lack anyway -- we need an actual rule.

Besides... I'm a law student. Thinking up increasingly absurd hypotheticals is what I do all day. Sure you're up to that? :)

-S
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James McMurray
post Jul 10 2006, 08:12 PM
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My comment was not meant to say that a grenade driven over would explode. I was responding to Shrike's comment about the blast not bouncing around under the citymaster.

QUOTE
But if and how an object -- any object -- takes damage seems like the sort of question one might want answered consistently in a game where characters routinely carry sensitive equipment, utilize heavy firepower, and sling reality-bending magic at one other.


The when isn't handled very well, but it can't be. There's no way to create a system that can always tell you if action a damages object B.

The how is already in the rules in the barrier ratings section. There's no need for anything else, as it's all right there. They could give more, in terms of a detailed table describing lots of specific objects but it would just be overkill, as a table is already in the rules, it just requires some GM extrapolation. Since there's no way to create a table for every possible object, any setup is going to require GM extrapolation.
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Austere Emancipa...
post Jul 10 2006, 08:28 PM
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sorcel: Don't get me wrong, I don't expect everyone to know how hand grenade fuse design has advanced in the past 60 years and how it's likely to advance in the next 60 (nor do I know anything about that that couldn't be summed up in a sentence). Just pointing things out, in case that particular situation does come up in some game. :)

I can't promise I'll weigh in on every hypothetical scenario you can come up with, but as long as you keep to weaponry and armor I don't think I'll be able to keep my nose out of it. :P
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sorcel
post Jul 10 2006, 09:11 PM
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QUOTE (Austere Emancipator)
I can't promise I'll weigh in on every hypothetical scenario you can come up with, but as long as you keep to weaponry and armor I don't think I'll be able to keep my nose out of it. :P

Hmm. Fair!

And let me be clear: I'm not trying to pin-prick the BBB. There are smaller gaps in the RAW that I'm happy overlooking, and plenty of actual rules I just ignore outright. (I hardly come off as such in the forums, but -- believe it or not -- I'm actually a fairly hardcore narrativist/cinematicist.) My motive here is just to test the system's tolerances. This particular hole might be less of a sticking point in another game, especially one outside the cyberpunk genre -- a genre that takes as one of its central themes the interaction of People with Stuff. If this were, say, Mage, or HeroQuest, or some other game where The Mystical were substantially more important to the story than The Material, I'd be nagging you about the scope of necromantic magic or the brokenness of the spellcasting system.

Of course, I reserve the right to nag you about such things in SR, too. :grinbig:

-S
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Phobos
post Jul 11 2006, 01:56 AM
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A lot of the problems vanish if you distinguish two cases :

- Objects made from solid material, and
- Objects made out of more vulnerable material encased in solid material.

For the first category, simply find the kind of material you're destroying on the table. Every (Structure Rating) damage will be 10cm into the material, just keep chopping/shooting until you're through. (That's what RAW tries to describe)

For the second category, it is usually enough to pierce the casing, then compare the reduced damage to the separate Armor/Structure Ratings of the interior. (That's what RAW forgot to mention)

If the item is carried by someone, simply use Called Shot rules.


Examples :

Sammy (STR 9) tries to chop down a tree (A6, S7) of 4 feet diameter (=120cm) with his trusty Combat Axe (STR/2+4P, AP-1, 12 Pool Dice). On average he would generate 4 hits and deal 13P, AP-1.
The tree would resist each hit with 11 Dice (2x Armor Rating), averaging 4 hits, for average 9 damage per strike.
It would fall prey to Sammy's loving care after 10 strikes (12 (diameter) x 7 (Structure) / 9 (Damage)).

If you want to find out if the axe is damaged, assume it is heavily structured (A 16, S 13) and taking about (STR/2-1,AP+2, same net hits) per strike (force = counterforce, but wood gives in more than a metal edge). So each strike would be 8P vs. 28 dice of the axe - a slight chance each strike to lose its edge.
Chopping through metal would have a damage code more along (STR/2+1,AP0) (and of course far higher Armor and Structure ratings on part of the attacked material).

Chopping through a shotgun barrel would be structured material, too (A16, S13). So Sammy would attack this one with the average 13P,AP-1 from above, but the shotgun would resist rolling 25 (2x Armor, -1 AP) dice to resist, for an average 8 hits, reducing the damage to 5. Still, this would be enough to destoy it, probably even to chop through it cleanly (though that might need 6 damage).
Now look at the damage to the combat axe : ST/2+1, 4 net hits = 10P, resisted by the axe's 26 dice (2x Armor) - unless Sammy is lucky, his axe will be damaged by this stunt.

Sammy now wants to shoot at commlinks. Commlinks normally are pretty fragile electronics (A1, S1) encased with heavy or reinforced material (A6, S7 to A8, S9). Now say he wants to waste a quality one. He uses his pistol (6P, -1AP, 12 Dice Firearms Pool) and gets an average 10P, -1AP vs the armor of 8 of the casing. The shot penetrates the casing and will damage the interior of the commlink. The interior would now roll 10 dice (2 (2x Armor) + 8 (Casing Armor)) vs 6P (2 (Bullet) + 4 (Net Hits)), averaging 3 Damage -> destroyed.
Destroying a grenade (by having the explosives inside blow up) would be the same system, only with the grenade a little tougher (like A12 for the casing, A2, S3 for the interior)



Damage to Object Rules are another nice example of a good rule explained in a way that nobody can use it :wall:

(Edited for more examples (and some spelling :rolleyes:))
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