House Rule: Melee Damage Stats, Any Opinions or Suggestions? |
House Rule: Melee Damage Stats, Any Opinions or Suggestions? |
Jul 29 2007, 02:43 AM
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#1
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
I've slowly been absorbing all the new 4th Edition rules over the last few weeks and am compiling a (surprisingly small) list of house rules that I intend to use when I start GMing again. That said, there's one in particular I'd like to hear opinions on from everyone else, particularly if it'll affect anything more than what I've already looked into.
The house rule basially works as follows:
All melee weapons with a variable Damage Value has "Str/2" replaced with "5" and AP increased by +2. Thus your average unarmed attack will do 5(S) damage with a +2 AP modifier, a combat axe will do 9(P) damage with a +1 AP modifier, and a monofilament whip will do 8(P) damage with a -2 AP modifier. Divide Strength by one-third and round down. This is then applied as a negative value to the AP rating of a melee weapon, improving the penetrating power and thus increasing damage indirectly. Thus a Human with Strength 4 will add a -1 AP modifier to their melee weapon while a Troll with Strength 14 will add a -4 modifier. Personal Note: Consider changing the Strength-to-AP modifier from 1/3 to 1/2 and increasing the base AP modifier to +3 instead. I'm hoping this change will improve things quite a bit all around, making melee combat a little more balanced while still giving strong characters a significant advantage. All that said, does anyone see anything problematic with this house rule? Maybe other rules I've missed or applications that won't make very much sense? Thanks in advance. |
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Jul 29 2007, 02:57 AM
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#2
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
On first glance I don't really see any problems with it ... other than actually going through all the weapons and statting them out, that is. I rather like the rule for basically the reasons you stated, to bring back the flavor of melee by bringing all the non-fixed weapons in line with the few that are fixed, damage-wise.
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Jul 29 2007, 03:00 AM
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#3
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
Seems to make Strength almost irrelevant in how much damage you do. Being punched by a Strength 11 cybertroll only does an average of 1 more point of damage than being punched by a Strength 2 elven hacker.
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Jul 29 2007, 03:04 AM
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#4
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Wouldn't it technically be no extra damage but 2 better AP for the troll? |
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Jul 29 2007, 03:06 AM
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#5
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
You would probably need to add in a fixed bonus for things like Bone Lacing and Dermal Plating, etc, as well.
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Jul 29 2007, 03:06 AM
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#6
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
3 extra AP, which on average means a single extra box of damage post-soak. |
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Jul 29 2007, 03:08 AM
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#7
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Ah yes ... I forgot to round down the elf's AP as well. D'oh! :oops: |
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Jul 29 2007, 03:23 AM
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#8
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
To be fair, the rather weak cybertroll in your example will be knocking his opponents down left and right and will (should) be penetrating armor and barriers a lot easier than the elf would. But the end damage you mentioned is one of the reasons I was considering changing it to Strength/2 instead of Strength/3. Or even just using straight-up Strength, and increasing the default AP modifier to +5 or +6 (going on the assumption that I wanted a Strength 6 as the baseline). I'm still in the process of finding the sweet-spot rules wise while maintaining my main intention: To make all melee weapons more desireable and make it so that you don't have to have Strength 10 or so just to stand a chance in melee. |
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Jul 29 2007, 03:48 AM
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#9
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
Weak? That's as strong as you can get in chargen without maxing out an attribute for 25pts. Even if you make it 1AP per point of strength, Strength still only increases net damage as the same rate as Agility (3 points = 1 box damage). If your problem is just that damage values are too low, I might suggest that you replace (STR/2) in the damage values with straight (Strength). This helps strength be pretty useful in a brawl, as opposed to the fairly gimp stat it is at the moment. Yes the above troll can do 15P with a combat axe, but that's not much worse than he can do with a bow using core rules. |
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Jul 29 2007, 04:09 AM
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#10
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
For a cyber troll? Yes, it's weak.
What's wrong with that?
Bows and other weapons/attacks using (STR/2) would be modified by the same house rule, whatever I decide on. |
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Jul 29 2007, 04:17 AM
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#11
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
Strength already does very little. With your proposed house rule it's not even useful for hitting people. |
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Jul 29 2007, 04:36 AM
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#12
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Ah, I played out a few scenarios with all three variations of the house rule and now I see what you're saying. It does need a little more work, though I'm still partial to the main goal of it.
I think it would work nicely if Armor had more impact on how damage was resolved. That seems to be what's thwarting it. |
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Jul 29 2007, 05:28 AM
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#13
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Moving Target Group: Members Posts: 171 Joined: 5-February 05 Member No.: 7,053 |
Hmm, Dr Funk, I agree that something could be done to make Melee a bit harder hitting, but I don't think reducing the effect of strength is a good plan. The house rule I've been considering for a while is to replace all instances of "Str/2" with "Str - 2, min 1". Oh, and this:
makes no sense to me whatsoever. Armour is THE biggest factor in how damage is resolved for the majority of shadowrunners (those with Body < 8 ). What more do you want? |
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Jul 29 2007, 05:46 AM
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#14
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Hmm? Armor just adds extra dice to the Damage Resistance Test as opposed to doing anything concrete. That's why this house rule is having so little impact, because all the AP change is doing is lowering how many extra dice you get on the DRT. Lower armor by three points and you get an average of only one DV less due to those dice.
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Jul 29 2007, 05:49 AM
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#15
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Moving Target Group: Members Posts: 114 Joined: 2-July 07 Member No.: 12,127 |
The biggest problem I have with strength is that it's completely useless for non melee characters.
That's why I'm implementing carrying capacity in my game. Far from being a useless bookkeeping as the core rule book describes, having a limit to the amount of guns, ammo, and gear a 1 strength rigger can have on his body (not to mention crucial loot) makes 3 strength the must have in my games. |
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Jul 29 2007, 07:26 AM
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#16
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Completely off the top of my head and I won't even pretend that it's remotely balanced, but if you want armor to do something why not have armor count as auto-hits against damage?
You'd have to rewrite the DV and Armor Values to keep from breaking everything of course... |
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Jul 29 2007, 07:28 AM
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#17
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
Didn't previous editions also have high strength providing some recoil compensation?
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Jul 29 2007, 07:36 AM
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#18
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Sure did. It's another house rule I'm considering, but there's already enough options to get recoil compensation up to 9 or so just in the main sourcebook (and doubtlessly even more in Arsenal). Such a rule would just make it even easier, but it's still something to consider.
And armor does sort of work like "auto-hits" against damage, just at a 1/3rd ratio. Which, again, is why the AP change I'm considering isn't working out too well. The problem with changing it to a 1:1 ratio instead of adding dice is that it'll muck up ranged combat, and I don't really want to completely rewrite the rules. :) |
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Jul 29 2007, 07:39 AM
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#19
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Ok, if 1/1 hits is too powerful, what happens if you change it to a 1/2 instead?
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Jul 29 2007, 07:54 AM
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#20
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
I'd have to cook up some examples, but I don't see it as being much of a fix over the effectively 1/3 now. It might though, will give it a shot in a bit.
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