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> Stun damage house-rule, Potential problems?
Hank
post Nov 27 2007, 03:51 AM
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For whatever reason, Fanpro seems to think that Stun damage is less serious than Physical damage. (I don't get it. I never have.) So all the costs of Stun spells are low, you can buy neurostun for nothing, but a Panther Canon is impossible to get your hands on, blah blah blah

So my idea for a houserule is this: extend the stun track. Maybe 12 + half will-power or something.

Pros: simple, effective

Cons: Less lethal (on the stun track)

Now, I'm fresh to 4e, so maybe I'm missing some large problems with this rule. So, any Cons to add to this? And before you start talking about drain, please keep in mind that I'm the guy that doesn't want to let mages take physical drain, so overcasting just removes dice from your drain resistance pool. (It still goes to the stun track.)
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Mercer
post Nov 27 2007, 04:14 AM
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The phenomenon you've noticed was present in previous editions. Doing Stun damage was considered preferable in a lot of situations because it was harder to heal and the stuff that did Stun damage (Yamaha Pulsar, Stunbolt) was cheaper and easier than the stuff that did Physical, but once you got someone to 10 boxes the effect was the same either way-- they were just as dropped and if you needed to kill them further you could do so with very little effort.

That said, there are playability reasons for making Stun cheaper than Physical. SR being a fairly lethal game, it helps to have crumple zones in places. It doesn't have to be all blood-and-guts. Making Stun weapons preferable gives an in-game incentive for not every conflict to be life-and-death. (Dead men tell no tells, but live ones can be downright talkative, and so on.)

Stun Damage is less serious than Physical Damage because when you cap out on Physical (boxes plus overflow), you have to make a new character. That's pretty serious, at least, it is to the character.
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FriendoftheDork
post Nov 27 2007, 05:06 AM
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I kinda like the fix. As per now, I think most the stun weapons are too good as is, and stunbolt/stunball too cheap. There really is no advantage for using lethal weapons and spells in the current system.

If the stun damage track is 4 higher than physical that changes a few things. My major reservation here is that mages will be able to fling alot more spells before going down on drain, and I think magic is powerful enough as it is.

Hmm, how about making the stun track 8+ (W/2)+(B/2) ? That means big trolls won't go down too fast on stun either. And then even average joe will have 2 more boxes. I'm not sure if that's enough though, a taser is still more effective except against high willpower enemies.
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Ravor
post Nov 27 2007, 05:08 AM
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Personally I just rule that Stun damage can be downgraded just like Physical can, and when it does you just 1/2 the damage and round down.
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kzt
post Nov 27 2007, 05:12 AM
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From a realism standpoint it's way to easy to knock people out in SR. Always has been. It's actually very hard knock someone out without likely inflicting quite serious or lethal damage to them. Heck, it's hard just make them run away without taking a chance on someone getting maimed or killed.

Whether this is an issue depends on how you want your game to run.
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Mercer
post Nov 27 2007, 06:52 AM
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I never liked the automatic 1 hour knockout that going unconscious entails. (Maybe that was just way my group ruled it, maybe it was in the book. Who knows? I'm too lazy to look it up.) Even if you give them a Bod/Will roll right out of the gate, people are still out for awhile. It makes it impossible to do a boxing-match knock-out, where the person gets dropped but regains consciousness fairly quickly. No one gets knocked out for a few seconds, or even a few minutes. If they get knocked out, they're out for awhile.

But the SR damage track has always had trouble representing shock.
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FriendoftheDork
post Nov 27 2007, 11:48 AM
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QUOTE (Ravor)
Personally I just rule that Stun damage can be downgraded just like Physical can, and when it does you just 1/2 the damage and round down.

Are you talking about halving stun damage caused by being dowgraded from physical because of armor? If so, I use the same house rule and it works well IMO (our Troll tank was almost left standing after 12 people fired shotguns, SMGs and some heavy pistols into him in the same pass because of this rule!

But the very same Troll still goes down WAY too easily if anyone (good) shoots a taser dart at him. That he's vulnerable to magic is fine (tanks should be), but any cop with a stun baton or defience EX shocker should be hard pressed to take him out that way IMO.

And giving some power back to the powerball etc. wouldn't be too bad either. Stun spells and weapons should be used to take opponents alive, not just because they're the most effective weapons.
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Blade
post Nov 27 2007, 01:06 PM
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To avoid that kind of trouble I have them roll the Will+Body healing test when they're stunned, and divide the hour by the number of successes (if the victim has 4 hits, he'll wake up in 15 minutes).

Sure this makes tank-troll very hard to knock out... But that's what you'd expect from them, and this makes filling their smaller stun track less interesting.

On the other hand, I consider that when there are less than 3 damage boxes left (in stun or physical damage track), no matter how small the modifier is, the characters are more or less out : stunned characters have a hard time staying up, wounded characters have trouble moving around.
I also consider that when a character takes more than 6 stun damage box in one attack he's knocked out for a few seconds (one combat turn at least) and when he gets more than 6 physical damage box in one attack, he's likely to have a missing limb or a badly damage organ.
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Ravor
post Nov 27 2007, 07:12 PM
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QUOTE (FriendoftheDork)
QUOTE (Ravor @ Nov 27 2007, 06:08 AM)
Personally I just rule that Stun damage can be downgraded just like Physical can, and when it does you just 1/2 the damage and round down.

Are you talking about halving stun damage caused by being dowgraded from physical because of armor? If so, I use the same house rule and it works well IMO (our Troll tank was almost left standing after 12 people fired shotguns, SMGs and some heavy pistols into him in the same pass because of this rule!

But the very same Troll still goes down WAY too easily if anyone (good) shoots a taser dart at him. That he's vulnerable to magic is fine (tanks should be), but any cop with a stun baton or defience EX shocker should be hard pressed to take him out that way IMO.

And giving some power back to the powerball etc. wouldn't be too bad either. Stun spells and weapons should be used to take opponents alive, not just because they're the most effective weapons.

No, I only allow damage to downgrade once, so it looks something like this.

Physical => Stun => 1/2 Stun


The reason for the house rule is to encourage people to use lethal weapons as opposed to Gel and Tasers.
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Hank
post Nov 27 2007, 09:24 PM
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QUOTE (Ravor @ Nov 27 2007, 02:12 PM)
No, I only allow damage to downgrade once, so it looks something like this.

Physical => Stun => 1/2 Stun


The reason for the house rule is to encourage people to use lethal weapons as opposed to Gel and Tasers.

I like the rule, but it doesn't help at all with neurostun, for example. And I'd assume it does nothing against stunbolt...armor doesn't help with that, yah? Even if it did, RAW halve armor effectiveness.

EDIT: I forgot to ask...did you have a houserule to cover this? Or perhaps it's just not a problem in your game?

The reason I ask is that I see a pretty sick, munchkiny character as any dude with a super-squirt or crossbow and narcojet. Of course, that would never happen in my game because any character with such a setup would be rejected, but I like to fix what I see as glaring errors IFF it's not too much trouble.
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Ol' Scratch
post Nov 27 2007, 09:56 PM
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Why encourage lethal weapons over non-lethal ones?

It has less to do with the game mechanics and more to do with your actual options to go the non-lethal route. They let you eliminate a threat as needed and, after things have cooled down, you have the option of letting them live, interrogating them, killing them, or anything else you like. You don't have that option with lethal weapons.

There's also less retribution against non-lethal weapons in most circumstances. Knock that guard out and, eh, it sucks but he'll be all right. Kill him and you're now a murderer as well as a thief/whatever else, and you even risk having some third party coming after you for payback for killing that father/brother/son/uncle/etc.

No amount of house rules are going to change those aspects of why non-lethal weapons are preferred. The current rules (and rules from previous editions for the most part) simply make non-lethal weapons a viable option to actually use instead of want to use but can't justify it because they "suck."

Whether you shoot someone in the face or just knock them out, that choice is yours and both are perfectly viable options. Your reasons for choosing one over the other all rely on the other non-mechanic stuff. As it should be.

But if you're the kind of player who wants to kill just for the sake of killing... well, nothing I can do about that. I have no idea why you're worried though. Those lethal weapons work just as well as the non-lethal ones for the most part. The choice is yours if you want to be a blood-bathing monster or not. The reprecussions are also yours, though.
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DireRadiant
post Nov 27 2007, 10:00 PM
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Perhaps it's in the PCs interest as well that Stun is more effective then being killed. Not to mention reviewing characters sheets everytime the PC gets shot and killed can get to be a chore.
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Fortune
post Nov 27 2007, 10:07 PM
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QUOTE (Hank)
The reason I ask is that I see a pretty sick, munchkiny character as any dude with a super-squirt or crossbow and narcojet. Of course, that would never happen in my game because any character with such a setup would be rejected...

You outright reject, as a munchkin no less, any character with non-lethal weaponry?
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Hank
post Nov 27 2007, 10:17 PM
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@ the three previous:

In my game, the go-to weapon is bullets. (For non-spellcasters, anyway.) That's just the world I envision...one where it's easier to kill somebody than to take them alive. I use rules to shape the game to that premise.
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FriendoftheDork
post Nov 27 2007, 10:21 PM
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QUOTE (Ravor)
QUOTE (FriendoftheDork @ Nov 27 2007, 06:48 AM)
QUOTE (Ravor @ Nov 27 2007, 06:08 AM)
Personally I just rule that Stun damage can be downgraded just like Physical can, and when it does you just 1/2 the damage and round down.

Are you talking about halving stun damage caused by being dowgraded from physical because of armor? If so, I use the same house rule and it works well IMO (our Troll tank was almost left standing after 12 people fired shotguns, SMGs and some heavy pistols into him in the same pass because of this rule!

But the very same Troll still goes down WAY too easily if anyone (good) shoots a taser dart at him. That he's vulnerable to magic is fine (tanks should be), but any cop with a stun baton or defience EX shocker should be hard pressed to take him out that way IMO.

And giving some power back to the powerball etc. wouldn't be too bad either. Stun spells and weapons should be used to take opponents alive, not just because they're the most effective weapons.

No, I only allow damage to downgrade once, so it looks something like this.

Physical => Stun => 1/2 Stun


The reason for the house rule is to encourage people to use lethal weapons as opposed to Gel and Tasers.

Well yes that was what I meant. If modified DV does not exceed modified armor value, then the physical damage is converted to stun and halved (once). But that only applies when physical damage is converted to stun right? It doesen't help against the shock weapons with base 8S damage and 1/2 AP. Nor does it help against stun spells.

But anyway, before I implement some more house rules what do you guys think of my suggestion? Or do you like Hank's better? Please give me some feedback, I don't want to implement house rules just to change them after I find out they don't work or nerfs/empowers some characters too much.
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FriendoftheDork
post Nov 27 2007, 10:44 PM
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QUOTE (Doctor Funkenstein)
Why encourage lethal weapons over non-lethal ones?

It has less to do with the game mechanics and more to do with your actual options to go the non-lethal route. They let you eliminate a threat as needed and, after things have cooled down, you have the option of letting them live, interrogating them, killing them, or anything else you like. You don't have that option with lethal weapons.

There's also less retribution against non-lethal weapons in most circumstances. Knock that guard out and, eh, it sucks but he'll be all right. Kill him and you're now a murderer as well as a thief/whatever else, and you even risk having some third party coming after you for payback for killing that father/brother/son/uncle/etc.

No amount of house rules are going to change those aspects of why non-lethal weapons are preferred. The current rules (and rules from previous editions for the most part) simply make non-lethal weapons a viable option to actually use instead of want to use but can't justify it because they "suck."

Whether you shoot someone in the face or just knock them out, that choice is yours and both are perfectly viable options. Your reasons for choosing one over the other all rely on the other non-mechanic stuff. As it should be.

But if you're the kind of player who wants to kill just for the sake of killing... well, nothing I can do about that. I have no idea why you're worried though. Those lethal weapons work just as well as the non-lethal ones for the most part. The choice is yours if you want to be a blood-bathing monster or not. The reprecussions are also yours, though.

I think you just answered your own question Funk. Lethal weapons can be encouraged over non-lethal ones because it will still be alot of situations were using non-lethal ones will be preferred. Our gripe with the rules is that it makes nonlethal weapons more effective as well!

Per RAW it makes sense for the killing maniac to use non-lethal weapons to incapacitate enemies, even if only to kill them afterwards. A skilled gunman with pistol skill can kill most armored trolls with 2 shots from the defiance shocker... or a mage can do the same with a few stunbolts.. and that is without taking any drain or at least very low drain. Most will have to overcast to take down an enemy in one bolt though, so that's not too bad.

We don't want PCs to use lethal weapons all the time, but to make some sort of sacrifice when they do. Only at the biggest weapons are lethal more effective than no nonlethal, and that's when we're talking sniper rifle with apds or elephant gun.
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Hank
post Nov 27 2007, 11:24 PM
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QUOTE (FriendoftheDork @ Nov 27 2007, 05:44 PM)
Only at the biggest weapons are lethal more effective than no nonlethal, and that's when we're talking sniper rifle with apds or elephant gun.

Exactly. You have to pay for the pizza and beg the GM to get a Panther Cannon, and then you're carrying an obvious, enormous weapon.

However, you can tote around a 10S weapon in your pocket...a little narcojet and a crossbow. It's cheap and easy to get, and you don't get armor to resist the damage from the toxin. And that's just one example.

So I could house-rule the availability/cost of narcojet, and house-rule for neurostun grenades and house-rule taser damage and SnS rounds, and stun spells....

But I'm lazy and forgetful. I'd rather make ONE house-rule that covers all of it. And I think the Stun track extension does the job. Whether my initial version or FotD's is better, I'm not sure. (Probably his.) I just want to see if there are major problems with the rule I haven't thought of...so far, nobody's convinced me that there are any.
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Malicant
post Nov 27 2007, 11:59 PM
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I really do not understand your problem. No matte how often I read your posts, it's just... weird.

It's easier to stunbolt someone, still I see my players using flamethrower and manabolt. Narcojet is da shitz? No one seems to care, they still use regular and explosive ammo.

Also, the extension of the stuntrack will make Manabolt ubereffective, since stunbolt now sucks ass ruleswise and powerbolt sucketh before that change anyway. Oh yeah, unarmed combat now sucks. Unless you have bonemods. Should hoserule them too, so that they don't become to effective mathematicaly.

I really dislike houserules. A lot. But since this does not affect me go ahead. For whatever purpose this might have.

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Spike
post Nov 28 2007, 01:10 AM
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It seems to me, that with all the armor that your typical PC wears that narcoget injectors SHOULD have some rule about having to go through it. I mean, really folks...

... Either he's missing something, or I am, but I'm not of a mind to let any old attack just ignore armor because. Maybe magic, but then magic has other things that get in the way (wards and background counts and the like) and generally... well... it's magic, yo.

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Hank
post Nov 28 2007, 01:25 AM
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Ok, re: armor and narcojet, it's just a general difference between toxins and "normal" stun damage.

Gel round: You get body + armor ~ 10 dice or so easily

Narcojet injection arrow: You get body + armor for the arrow, then resist 10S with just your body.

So, yeah, you get armor to resist the attack, but none to resist the actual bulk of the damage. And Neurostun grenades just bypass armor completely. You can use gasmasks to eliminate the threat, but folks aren't walking around wearing gasmasks all the time when I GM.
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kzt
post Nov 28 2007, 04:55 AM
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Isn't neurostun skin contact?
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Hank
post Nov 28 2007, 06:17 AM
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Inhalation/contact. It's described as a knockout gas, so I assume the most common form is gas.
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FriendoftheDork
post Nov 28 2007, 10:00 AM
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QUOTE (Malicant)
I really do not understand your problem. No matte how often I read your posts, it's just... weird.

It's easier to stunbolt someone, still I see my players using flamethrower and manabolt. Narcojet is da shitz? No one seems to care, they still use regular and explosive ammo.

Also, the extension of the stuntrack will make Manabolt ubereffective, since stunbolt now sucks ass ruleswise and powerbolt sucketh before that change anyway. Oh yeah, unarmed combat now sucks. Unless you have bonemods. Should hoserule them too, so that they don't become to effective mathematicaly.

I really dislike houserules. A lot. But since this does not affect me go ahead. For whatever purpose this might have.

Players will always use different kinds of weapons, even if they are not the most effective. Some chooses weapons solely based on what they think is cool, or what suits the character. Some simply doesen't THINK stun weapons are as effective as they are, because logically stun is less lethal than physical damage.

In my games the characters often use stun weapons, some uses lethal weapons only to be able to take down cameras, droids, and vehicles (with apds) and because I've houseruled the ammo types. For instance SS has based damage 4S in my system, thus only tasers are max effective, and they only work at short ranges. If I extend the stun track I consider upping SS damage back to 6 though.

Our wizard doesen't have flamethrower, and he's almost only used Manabolt against spirits and Lone Star, while using stunball on everything else. I AM concerned about the fact that he can now cast alot more spells before resting though. I have previously considered lowering the drain on indirect damage spells, but I might as well just upping the drain on manabolt and a few others by 1.

Unarmed damage sucked before the house rule as well. I could consider having unarmed attacks being DV=str/2 +(2S) If using bone lacing or killing hands, only the str damage is converted to P. I don't think is very elegant, but could work as a quick fix. I actually dislike making too much houserules to this game also, but when you first try to fix one thing you often need more.

Perhaps a more elegant solution would be to add +1 to all close combat damage... Even a troll using spurs (str/2)+3P is less effective than the same Troll using an ares alpha or a machinegun. Heck, even Ingram X with long burst deals more damage. I don't mind that guns are better than melee weapons, but they already has the range thing going for it anyway. What do you guys think?

As for narcoject, when a player asked I told him an injection arrow didn't do full arrow damage in addition to the substance it carries (which is incorrect), so no one has used them. Besides, they think poison etc. too slow anyway so only use it when kidnapping people.
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ElFenrir
post Nov 28 2007, 03:41 PM
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I kind of recall Stun damage being pretty nice to run on in the old SRs as well, since everyone had the same tracks regardless.

Besides the obvious...knocking someone senseless doesn't make you a murderer(and if you really wanted to kill them after you could still, you'd then be a killer, but whatever fits the character, not really the big issue here), it WAS easier to stun someone out.

Take the old Unarmed Combat. You had Runner A, who was a human lets say with a 6 strength and Titanium Bone Lacing. He had a combat pool of 8 and Unarmed Combat 6. He throws 12 dice in the attack. He can choose to do either 10M Stun, or 5M Physical. He gets 6 successes.

He's fighting a guy with Body 4, Unarmed combat 3, Combat Pool 8, and an armored jacket. So he throws 6 dice to defend, gets 2 successes, putting the first guy's successes net at 4. If he does physical damage, that's enough to put it at 5D! But wait. Guy's wearing 3 points of impact armor. He now needs only to roll 2's or better to soak that. He throws his body plus the rest of his combat pool(5 dice), which is 9 total, and gets 6 hits easily. He not only cancels it out, but takes only L physical. None of the dice came up 6.

OR, the sam could have chosen to do stun. Same successes. Only this time the defender didn't resist anything. 4 net hits, 10D Stun...defender gets laid out in one hit.

Powerbolt vs. Stunbolt, if that was all the mage had? Stunbolt was 2x more likely to put out the average runner, since all they had was Willpower. Since alot of runners ran around with a comfy modified body of around 6+, it was easier to put em out.

Moving onto SR4, now, we run into the bit where the typical runner tends to have more Physical boxes than Stun. Again, easier to knock em out. While i don't mind houserules in general(i use a few myself to make the game more fun for us), id say be careful making it too hard to stun someone. A, it will probably lead to using more lethal force(if you want the Rambo/Robocop style of play, and have fun with it, no problems, but if you want a more balanced style be careful here). Second, it will make Tanks even tougher. The Tank i know has existed awhile, but in SR4 seems to really jump out due to the lengthing of physical tracks. And as you mentioned, it makes unlaced/non Killing Hands/Critical Strike Unarmed Combat even more useless. The poor combat style is already suffering enough. You could simply make the damage Str(S). Everyone dumps Strength anyway, even trolls these days. Maybe making it Str(S) damage would actually make putting some points into Strength more useful. Make Bone Lacing strength Str+whatever the lacing rating Stun, or Str+Lacing Rating/2 Physical, like it was in the old days. (Critical Strike as an Adept Power might then have to be adjusted, but then starts as you said, fixing one thing leads to fixing another.) But ive actually been inspired to make another thread on that.

Not everyone has a bad stun track, those dedicated to Willpower(and some dwarves who really pump the score) tend to be harder to stun, but it's a much harder track to extend than Physical(which can be extended by simply pumping Body and Cyberlimbs.)

I know im not saying anything new, just giving a few opinions. My suggestion? Test run this new houserule. See how it affects your game. Maybe run a weekend one or two shot utilizing it. If it ends up tipping the balance of the game toward ''kill over knockout, all the time'', or makes things overly difficult for one side or the other, it might be worth changing back. Or, if it simply makes the game less fun, it can be changed back, but id try it before working it into an existing long campaign.
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Malicant
post Nov 28 2007, 04:15 PM
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QUOTE
Some simply doesen't THINK stun weapons are as effective as they are, because logically stun is less lethal than physical damage.


I stopped reading here. So a Taser is not leathel but it also has no stopping power? Funny. Somehow. :sleepy:
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