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> Simple Called shot fix
Tarantula
post Sep 6 2007, 04:12 PM
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I do like the idea that you can't take your dicepool into the negative to make a called shot w/ longshot. This prevents the "I call shot to bypass the citymasters armor and take it out in one shot with my ruger cause I'm mr. lucky."
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James McMurray
post Sep 6 2007, 05:51 PM
Post #27


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Why'd you have to invoke the name? <watches and waits for Cain's arrival>

:)
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Cain
post Sep 6 2007, 06:38 PM
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Already been here, sorry. :smokin:
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laughingowl
post Sep 6 2007, 09:52 PM
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Yeah agree new house rule for any of my games..


You can not voluntarily take any direct negative die pool modifer for +effect, unless you actually have dice on the test...


I THINK right now called shot is the only one this is a direct die for X trade...

In my mind a 'burst' is not a direct modifer... sure it can have the 'effect' of X dice lost... and Y damage gained but the mechanics are not a straight trade...

If you made the equivilant of 'hasty shot' some how the reverse of 'aimed shot' (maybe along the line of a (you can make a paniced 'quick shot' going faster then normal.. trade one die on your attack, for a +1 increase to effective inititiave for this action only, you can only increase initiative by a maximum of your skill rating)

(hmm migh have to play test that....)

This again woulld be a direct 'giving up die' for "x effect' and again you could only do at most taking yoru die pool to zero ... (then making a longshot)...

While you COULD chose to 'run' while making a shot taking voluntary negative penalties...

In my games atleast if rules take a -x die pool penalty to achieve Y.... then you MUST have dice... (though I think I WOULD allow this to be edge dice from the long shot ...)

(I.E. if other penalties take you to negative dice pool.. but you aer 'Mr. Lucky'... with 8 edge (does genetech allow you to raise edge maximum? so is 9 possible)... you could once you declare taking a longshot... take you 8 edge dice... and chose a -4 die penalty and take a +4dv.... though you have to give up the 'edge' dice... not the infinite sized 'negative pool'
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Cain
post Sep 7 2007, 12:12 AM
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That's not the only problem. The issue is that twhen you do a +X/-X trade, you're going off at a 1:1 ratio, when the actual benefit is more of a +3/-1 tradeoff. If you've got 20 dice to trade (not difficult, considering many of the Dumpshock builds I've seen) you can trade off 10 dice for +10 damage on a heavy pistol, once again enabling you to theoretically take it out in one shot.
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Jaid
post Sep 7 2007, 12:36 AM
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QUOTE (Cain)
That's not the only problem. The issue is that twhen you do a +X/-X trade, you're going off at a 1:1 ratio, when the actual benefit is more of a +3/-1 tradeoff. If you've got 20 dice to trade (not difficult, considering many of the Dumpshock builds I've seen) you can trade off 10 dice for +10 damage on a heavy pistol, once again enabling you to theoretically take it out in one shot.

eh, they weren't that crazy... you can only trade in 4 dice max.

otherwise, the point (mostly) remains... you're actually getting something closer to a gain of 2/3 of a hit per die you trade in (1 less die on the roll means 1/3 less hits on average, which means 1/3 times on average you will deal the same DV either way).

my solution: -2 dice for +1 DV. you lose 2 dice to gain 1 DV, and come out 1/3 DV ahead if you hit. still worthwhile if you have a high dicepool, but now it's basically acting as a minor bonus for having such a ridiculously large dicepool in the first place... and it basically acts to reduce said absurdly large dicepool by 8 (which is a fairly significant change for most).
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Fortune
post Sep 7 2007, 01:06 AM
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QUOTE (Jaid @ Sep 7 2007, 10:36 AM)
eh, they weren't that crazy... you can only trade in 4 dice max.

I'm thinking that Cain is refering to this option ...

QUOTE (SR4 pg. 149-150)
Target an area not protected by armor. The attacking character receives a negative dice pool modifier equal to the target’s armor (better armor is more difficult to bypass). If the attack hits, the target’s armor is ignored for the damage resistance test; the target rolls only Body.
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Cain
post Sep 7 2007, 01:33 AM
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That's one, yes. But i was also referring to the +x/-X trades described in this thread. +4/-4 is enough of a problem, allowing it to go to the size of your entire pool is just disgusting.

The absolute worst personal armor I've seen is 18 ballistic. Given that the average specialist will have 20 dice, aims for a bit and then spends Edge, he'll still be likely to make the shot and keep exploding dice. No longshot involved.
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Narmio
post Sep 7 2007, 01:56 AM
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A simple house rule that has worked for us is changing the -1/+1 into -2/+1 (max -8/+4). Two dice per point of damage is a significantly better rate of return than you'd get from rolling, but, of course, you are less likely to hit.

It works for us. Called shots get used against easy NPCs who need to be put down in one shot. This often happens with pistiols - even with good skills and Ex-ex, you need to double tap an opponent to put him down. With -4 dice and +2 DV, if you don't miss him, you'll probably take him out.

If, on the other hand, he's quite capable, you go with two shots. Works for me.
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