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> Combat Realism, How to make SR3 a better system
Kagetenshi
post Jul 1 2007, 07:24 PM
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I don't see anything on recoil penalties. I think the SA-burst idea was brought up, but no actual mechanics were proposed that I can see skimming it.

~J
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mfb
post Jul 1 2007, 08:06 PM
Post #27


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in general, autofire/bursts should increase or at least not decrease your chance to hit a target. you can use the somewhat overly-complex house rules we came up with at Shadowland (they're complex enough that i don't remember actually ever seeing them used, so i guess that counts as a no-go).
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Angelone
post Jul 1 2007, 10:32 PM
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QUOTE (mfb)
one idea for ranged combat realism is to include a flat distance penalty in addition to the range category penalty--something like +1 TN per 100m or 200m. there would not be any method to counteract the distance penalty. this would reflect the fact that, even with a scope, longer distances are harder. slapping a badass scope on a sniper rifle should not make a 1km shot TN 4.

IIRC, there are different tns for different ranges. TN 4 for short, 5 for medium, 6 for long, and 9 for extreme. It might be houserules though, been using it for so long I don't remember.
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Critias
post Jul 1 2007, 10:37 PM
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Right, but MFB's proposing an additional range penalty in addition to the usual "medium, long, extreme" stuff -- regardless of weapon used, just a flat "100m" mark, to represent bullet drop, wind, and a half dozen other things that don't care what range bracket you happen to be in (or whether it's an assault, sport, or sniper rifle that happens to be doing the shooting).
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Kagetenshi
post Jul 1 2007, 10:38 PM
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There are, but a rating 3 scope makes them all 4.

Edit: you're thinking that it's meant to stack? I thought he was proposing a flat replacement.

Edit^2: ok, stacking makes a lot more sense when I think about applying this to pistols and shotguns rather than sporting and sniper rifles.

~J
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Critias
post Jul 1 2007, 10:40 PM
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QUOTE
one idea for ranged combat realism is to include a flat distance penalty in addition to the range category penalty

?

Seems to be what he was saying, yeah.

EDIT -- and how far will it come up for shotguns and pistols, really? Or even subguns, for that matter? I remember being frustrated IC a few times because the ranges on my guns were so low (the extreme range, mind you).

*grabs his book* Yeah. If it's set at 100, it will only ever bother SMG, Sporting, Sniper, and Assault Rifle users, and up into the heavy weapons. The extreme range for everything else is below (or in shotgun's case, at) that 100 meter mark so this proposed additional flat TN penalty is a moot point.

If set at 200, you can knock the SMG's off the list.

I don't see it coming up real often in your average SR game, to be honest.
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Kagetenshi
post Jul 1 2007, 10:42 PM
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Quiet, you!

~J
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Angelone
post Jul 1 2007, 10:44 PM
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Reading comprehension > Me. It's early yet, and I'm recovering from a long weekend, my location isn't lying atm.

EDIT- You also can't put scopes on everything. So they aren't the end all be all.
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Critias
post Jul 1 2007, 10:48 PM
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S'all good. Truth be told, I partially just knew what the weird little bastard was talking about in the first place (because we'd chatted about this sort of thing before).
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Kagetenshi
post Jul 1 2007, 10:52 PM
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QUOTE (Critias)
EDIT -- and how far will it come up for shotguns and pistols, really? Or even subguns, for that matter? I remember being frustrated IC a few times because the ranges on my guns were so low (the extreme range, mind you).

Oh, it wouldn't. Thing is, I was thinking a sniper rifle at 900 meters, and thinking "the TN's already 9, does it really need to be 17? 13's more reasonable."

Then I realized that if I just flat-replaced it, most commonly-used weapons would only have one range. That's when it clicked.

~J
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Critias
post Jul 1 2007, 10:59 PM
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Think of it instead as a "sucks to be shooting from that far away, cool guy" sort of modifier, tacked on AFTER the normal "TN 9, but hah hah I dropped it to a 4, Mr. GM, with my snazzy scope" stuff gets all added up.

Because scopes are nice and all, and even if you tell yourself there's some fancy-schmancy gyroscope-linked-to-a-range-finder thingamajigger built into every single one of them in Shadowrun (to explain why they don't need to be centered), well, shit happens at long range (the aforementioned bullet drop, tumbling, windage, and simply the time it takes a bullet to travel a great distance). So this hypothetical +1 or +2 TN of MFB's is just there to make sure difficult long-ranged shots are, well, difficult long-ranged shots.

You can use a scope to shrug off completely the first 5 points (that jump from short range to extreme, and the ensuing shift in base TN), but since that's a little silly this is just a little something extra to make the would-be snipers maybe not get a snapshot one-shot-one-kill (and encourage a few Aim actions from time to time).
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Angelone
post Jul 1 2007, 11:11 PM
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Doesn't a smartlink take the things you mentioned into effect (well maybe not wind)? I remember the SL2 w/rangefinder combo is very helpful for long distance shooting -1 @ long and -2 @ extreme, so I have to believe bullet drop and such is compensated for. It's a good idea but it doesn't really work.
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Wounded Ronin
post Jul 1 2007, 11:16 PM
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QUOTE (mfb)
one idea for ranged combat realism is to include a flat distance penalty in addition to the range category penalty--something like +1 TN per 100m or 200m. there would not be any method to counteract the distance penalty. this would reflect the fact that, even with a scope, longer distances are harder. slapping a badass scope on a sniper rifle should not make a 1km shot TN 4.

Well, that's just because the original SR designers apparently didn't differentiate between pointing the gun really precisely at the target and needing to aim off target for really long shots. The scopes behave as if the only thing you need to do for the 1km shot is have the rifle pointed unerringly directly at the target. So what we really need to do is have more complicated firearms system where each firearm has a ballistic profile and we differentiate between when you can just aim at the target and when you need to compensate and aim off-target. And then we need match grade ammo, and adjustable scopes....
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Critias
post Jul 1 2007, 11:21 PM
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QUOTE (Angelone)
Doesn't a smartlink take the things you mentioned into effect (well maybe not wind)? I remember the SL2 w/rangefinder combo is very helpful for long distance shooting -1 @ long and -2 @ extreme, so I have to believe bullet drop and such is compensated for. It's a good idea but it doesn't really work.

Yes, but you can't use a smartlink with an imaging modifier (like a scope, or cyberoptics that mimic the effects of a scope).
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Angelone
post Jul 1 2007, 11:34 PM
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Really? That's odd, I honestly thought that's what the cybereye vision magnifiers were for. That makes them fairly pointless then doesn't it. It baffles the mind.
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Critias
post Jul 1 2007, 11:41 PM
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Yup. SR3, p. 280, "Imaging scopes may not be used with smartlink systems." SR3, p. 300 "This enhancement magnifies the visual image in the same manner as an imagine scope" (emphasis mine).

It's a not-unreasonable house rule to say that the cyberoptics don't come with the same penalty as the physical scopes, but if you do so keep in mind just how easy you're making most long ranged shots (especially those made with the above combo you mentioned, including the range finder and the SL II).
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Wounded Ronin
post Jul 1 2007, 11:44 PM
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QUOTE (Angelone)
Really? That's odd, I honestly thought that's what the cybereye vision magnifiers were for. That makes them fairly pointless then doesn't it. It baffles the mind.

Nope. That's a pretty basic part of the rules-balance. Scopes are powerful AND smartlink is powerful, but you can't have both. You have to choose whether you want to be good at close range or at long range.
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Kagetenshi
post Jul 1 2007, 11:59 PM
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QUOTE (Angelone)
Really? That's odd, I honestly thought that's what the cybereye vision magnifiers were for. That makes them fairly pointless then doesn't it.

Well, the cybereye version works with every weapon you have or pick off of someone's body and doesn't reduce Concealability at all. That's worth something.

~J
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Link
post Jul 2 2007, 01:30 AM
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The base range TN (i.e. 4, 5, 6 & 9) seems a better model for weapon ballistics including barrel length, ammo grade etc. then for the ability to precisely aim at a distant target.
e.g. an SMG is TN9 at 81m while an assault rifle is TN9 at 351m. However, looking through the iron sights of the SMG or AR at a target 100m away would give much the same view.
A better model might have scopes affect the vision modifier rather than ballistic TN.
Here's the vision modifier chart (adapted from the Grimoire) I use for sorcery but maybe useful here.
[ Spoiler ]

As for the flight time, all SR weapons will reach their maximum range in a about a second or less (according to Raygun's data) while wind would affect the ballistic rather than visual TN. Perfect conditions might drop extreme range to 8 while a strong crosswind makes it 11. Aiming represents a shooter compensating for this.


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Stumps
post Jul 2 2007, 03:18 AM
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QUOTE (mfb)
in general, autofire/bursts should increase or at least not decrease your chance to hit a target. you can use the somewhat overly-complex house rules we came up with at Shadowland (they're complex enough that i don't remember actually ever seeing them used, so i guess that counts as a no-go).

Your house rules for auto-fire are basically Ed 1 rules with some tweaking, and yeah, SR more or less seemed to think that round-by-round was tedious, understandably.

Now, here's an alternative spin on what you guys were writing in there....I have no idea if this actually works as I more or less just spit this off of the top of my head and I haven't cracked open an SR core in a while, so forgive any loss of memory on the finite inner twinings that this concept is neglecting to check for balance.

Even with that said, I believe the concept of the idea is still able to be represented in the crudeness of it's presentation.
Oh, and I didn't bother writing this as if it were a rule book. I just wrote it direct and to the point.

Check the spoiler for the alternative.

[ Spoiler ]


If this is utter dribble...I apologize in advance. ;)
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Angelone
post Jul 2 2007, 10:28 AM
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One thing that it seems we've forgotten, which I just thought about, was the other modifiers (SR3 pg. 112). Such as cover, lighting, movement, and impaired visibility. IRL I have never shot in perfect conditions, and admittly all my experience is at a target range. Shadowrunners otoh, get into firefights in some pretty let's say challenging conditions, near darkness, people running around, taking cover, smoke or flash grenades going off, etc. Those modifiers in my mind make things fairly challenging.
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Stumps
post Jul 2 2007, 10:45 AM
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I wasn't under the impression that anyone had forgotten about those modifiers, but was rather addressing the base mechanics before those are stacked.

...personally...SR has too many modifiers.
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Angelone
post Jul 2 2007, 10:58 AM
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*shrugs* They weren't mentioned, that I saw, and as I said I had forgotten about them until basically that moment.

It makes no sense to complain about the base mechanics before mods. are stacked. Basically in whatever situation you are in one of those mods. are applicable. Unless of course you are executing a point blank target in a well lit room. If you ramp up the base without taking the mods. into consideration noones going to hit a thing.
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Critias
post Jul 2 2007, 11:04 AM
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Except that the vast majority of those modifiers can be sidestepped by various widgets, cyber mods, and other pieces of gear. I've run a street sammy up from 0 karma to the mid-200's. It was very, very, rare for his TNs to be higher than 5, after all was said in done, in all that time. I can honestly say he missed -- clean missed -- with one shot, ever, in all the time I ran him. Most of my characters tend to be shooters of one variety or another, be it magic or mundane (hell, even my mages end up with a 5/7 for assault rifles/their favorite), so I kind of know what I'm talking about here. TN mods can be chipped away at, and shots made pretty simple, more often than not.

Take a look at the lighting conditions table, for instance, and watch how those horrible TN mods just melt away against "low-light with eyelight," combined with thermo for those rare few cases you're in complete darkness. Tack on a -2 for a smartlink and occasionally a -1 for aiming, and don't ever forget Centering (for those gunbunny Adepts)...and TNs can be pretty low, pretty consistently. Remember the ability to augment a critical roll with combat pool, and frankly I'm surprised when a character misses.

Especially in a thread called "combat realism," Shadowrun characters hit way, way, too often. Look at the number of shots fired by soldiers or cops, versus the number of hits, sometimes. Now compare that to the number of shots fired, versus the number of hits, in your average Shadowrun game.
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nezumi
post Jul 2 2007, 11:18 AM
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The thing you're forgetting is after 60 years of improvements, runners SHOULD hit far more often. While cops hit somewhere between 1/6 to 4/6 of the time within 25 feet during a combat situation, they don't have smartlinks, vision modifiers, even basic things like laser sights (which I assume are a little different from the sights we have now).
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