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> Deadly Damage, One shot killer
JAG
post Nov 28 2003, 11:00 AM
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From hlair.dumpshock.com

In the SR2 to SR3 section

QUOTE
Deadlier Over-Damage
  New rules for using extra successes over Deadly to apply damage are also included, making it possible for characters to be killed with one good shot.


Where about is this in SR3? Rules on p114 dont seem to mention it
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Jebu
post Nov 28 2003, 11:06 AM
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I'm not with my books now, but I recall Deadlier Overdamage is after the combat rules, along with healing rules.
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DigitalMage
post Nov 28 2003, 11:07 AM
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SR3 p126, and it is an optional rule!
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JAG
post Nov 28 2003, 11:13 AM
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Thx guys, just what I was looking for, our GM likes to go with this kind of thing! Makes combat lots of fun!
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BitBasher
post Nov 28 2003, 08:17 PM
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you need so many sucesss to kill an undamaged person ainstantly its still pretty heinously unlikely. You need net sucesses equal to 2x their body AFTER it was staged to deadly and the power of the attack has to be their body x 1.5 or higher IIRC.
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Siege
post Nov 28 2003, 08:20 PM
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QUOTE (BitBasher)
you need so many sucesss to kill an undamaged person ainstantly its still pretty heinously unlikely. You need net sucesses equal to 2x their body AFTER it was staged to deadly and the power of the attack has to be their body x 1.5 or higher IIRC.

Of course, what goes around comes around.

Can you imagine the fatality rate among characters if the weapons were vaguely realistically fatal? :grinbig:

-Siege
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Wish
post Nov 28 2003, 09:12 PM
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QUOTE
Can you imagine the fatality rate among characters if the weapons were vaguely realistically fatal?


Yes. It would make for a pretty crappy game. Played Boot Hill once. Walked out the front door of the saloon where our PCs were eating dinner and some chump ambushed us with a shotgun. My PC was dead before he even got to move (dead dead, not bleeding to death, or incapacitated). Another PC followed shortly thereafter. This is about 10 minutes into the game session.

The guy with the shotgun was supposed to be the adventure hook. We're supposed to wonder why this guy was shooting at us, then investigate. Hard to do when you're dead. Realistically deadly firearms don't make for good game play.
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Siege
post Nov 28 2003, 09:17 PM
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Heh.

I dunno -- I find that the easy death of the Cthulhu system makes the whole experience more interesting.

You're more aware of just how easy it is to die and you adjust your game play accordingly.

Which can be dull for the "I wanna be an airborne ranger!" crew, or amazingly exciting to realize that a shot, never mind several, can plant you six feet under. Once they're done scraping you off the scenery.

Although it does tend to lend itself moreso to an X-files investigation sort of game and not a running gun battle that SR can devolve into.

-Siege
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hobgoblin
post Nov 28 2003, 09:21 PM
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cyberpunk originaly had very realistic combat rules but was toned down in 2020 as people didnt like the character turnover. and in that game combat is still deadly for anyone but a full borg or a highly wired solo...
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Zazen
post Nov 28 2003, 09:22 PM
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QUOTE (Siege)
Although it does tend to lend itself moreso to an X-files investigation sort of game and not a running gun battle that SR can devolve into.

Or evolve, depending on your perspective :P
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Dende
post Nov 28 2003, 09:23 PM
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I don't personally have a big problem with a moderate fatality rate, sometimes char gen is the most fun part of a game for me. However, that only goes so far, I like to see how my chars play out, I do get pretty mad if I don't get a chance, or have just spent hours making a char with backstory and skills, and then he gets offed and I have to make a new one for the next session.
Sometimes killing PCs is okay, but at the same time GMs that are out to do it ruin the fun of playing your new Char.
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Siege
post Nov 28 2003, 09:27 PM
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QUOTE (hobgoblin)
cyberpunk originaly had very realistic combat rules but was toned down in 2020 as people didnt like the character turnover. and in that game combat is still deadly for anyone but a full borg or a highly wired solo...

I absolutely adore the CP system.

Hell, for my crew we cut the number of boxes in half -- Mortal 0, 1, 2 and 3 just got silly.

For those of you who don't know what I'm babbling about, CP breaks their wound system down to boxes -- not unlike the SR system with some 30 points.

Now, the punchline: each bullet does xd6 damage. A 9mm does 2d6+1. If you get hit, you take 2d6+1 points of damage, minus a soak roll.

If your shooter gets lucky, you take 13 points directly to your 30 boxes of health -- leaving you 17 boxes of technical life.

I say technical because after 15 boxes or so, you're just sprawled on the ground hoping the paramedic shows up before your life finishes spilling out between your fingers trying to hold your guts in.

-Siege

Substitute "boxes" for "hit points" if that helps the concept any.
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Siege
post Nov 28 2003, 09:28 PM
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QUOTE (Zazen)
QUOTE (Siege @ Nov 28 2003, 04:17 PM)
Although it does tend to lend itself moreso to an X-files investigation sort of game and not a running gun battle that SR can devolve into.

Or evolve, depending on your perspective :P

Hey Sphynx, I didn't recognize you there. :grinbig:

-Siege
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Siege
post Nov 28 2003, 09:31 PM
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QUOTE (Dende)
I don't personally have a big problem with a moderate fatality rate, sometimes char gen is the most fun part of a game for me. However, that only goes so far, I like to see how my chars play out, I do get pretty mad if I don't get a chance, or have just spent hours making a char with backstory and skills, and then he gets offed and I have to make a new one for the next session.
Sometimes killing PCs is okay, but at the same time GMs that are out to do it ruin the fun of playing your new Char.

Which is a fine line -- why GMs are discouraged from using snipers and c-12 in toilet seats and so on.

In the Boot Hill example, the GM should have just rolled some dice and ignored the result saying, "A shot goes wide and splinters the door. You see a stranger shifting his aim, bringing the shotgun back to where you're standing...what do you do?"

-Siege
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Zazen
post Nov 29 2003, 02:05 AM
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QUOTE (Siege)
QUOTE (Zazen @ Nov 28 2003, 09:22 PM)
QUOTE (Siege @ Nov 28 2003, 04:17 PM)
Although it does tend to lend itself moreso to an X-files investigation sort of game and not a running gun battle that SR can devolve into.

Or evolve, depending on your perspective :P

Hey Sphynx, I didn't recognize you there. :grinbig:

Hey, I like a good firefight as much as the next guy, but that doesn't mean we're throwing out 50-die gunshots and force 10 powerballs. :P
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Diesel
post Nov 29 2003, 09:07 PM
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Force 10!? Is that all you've got?
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Zazen
post Nov 29 2003, 09:23 PM
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Actually one of my players had a force 18 powerball once.

I asked what people were doing for three months of downtime and he said he was learning some spells. He had plenty of magical contacts and whatnot, so I just asked if he'd paid the required cash and karma and made his learning rolls. He said yes. I looked at his barely legible list, saw a few small ones and a force 8 powerball, and said ok.

Later on he casted it and totally took me by surprise, showing me the barely visible 1 in front of the 8. I said "uhh, ok, I'll talk to you about that later" and let him cast it. He wasn't really very smart about it, though, since it ended up hitting half the team and knocking his ass out. After the game I asked him how he'd managed to roll a 36 to learn it, then explained that he has to roll dice to learn spells (for like the fifth time) and told him not to do that again.

Then, thinking of the fun rping that had resulted from all of the healing and replacing gear (one teammate had even lost magic because of it), I let him keep the spell.
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Diesel
post Nov 29 2003, 10:20 PM
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Haha, that's like a tiny magical nuke. Wow.
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Siege
post Nov 30 2003, 03:28 AM
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Tips and Tricks of Taking Out Shadowrunners

Tip 1:

Geek the mage.

Tip 2:

Geek the silly looking guy wearing the blinders being pushed to the front of the SR team.

Tip 3:

Always remember, buying ammo is cheaper than paying medical bills.

-Siege
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Neon Tiger
post Nov 30 2003, 08:27 AM
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Well, back to topic... which was, if I remember correctly, about deadly overflow damage. We sometime used the following rules:

-----------Cut & paste-----------

As veteran Shadowrun players are all too aware, a literal interpretation of rules means that a healthy, unwounded character may not be killed by a single wound, even if that wound is caused by something like skydiving without a parachute, taking an anti-vehicular missile in the chest, eating a tactical nuclear warhead, etc.
Most GM's use the common-sense workaround; here's a way of introducing instant death into the campaign, without throwing game balance out of whack or slowing play one little bit.
When a character takes a deadly wound fails to get ANY successes resisting it, that character is dead. Not dying, just stone- cold dead. (Note -- particularly nasty GM's can say the character is suffering the JFK effect instead -- technically alive, but incapable of being revived without an act of God.)
Example: Timmy Target is about to pay for some things he said about Sammy Sniper's momma. From his perch in a skyscraper, Sammy puts a round from an MA2100 (with a base damage of 14S) into Timmy's chest. Sammy rolls 11 successes (Sammy's good at his job).
Timmy, unarmored fool that he is, gets to roll his 3 body dice against the attack. Timmy rolls a 3, a 4, and . . . a 17! The 10 net successes are more than enough to push the damage into the deadly range, but since lucky (?) Timmy got himself 1 success, he is not dead, just dying, as the rules state.
Two months later, Timmy gets out of the hospital, fully recovered. And Sammy's waiting for him. This time, Sammy gets a mere 8 successes. For the resistance roll, Timmy gets a 9, a 2, and . . . uh-oh . . . a 5. Timmy has rolled no successes against a deadly wound.
Timmy is now dead, and is going to stay that way, regardless of what Sherman the Shaman does for him. Looks like we need another Timmy.
I like this rule for several reasons:
• No extra dice rolling
• Fair to PC's and NPC's
• Occasionally forces PC's to make a really wrenching decision (remember, you CAN permanently expend a point from your Karma Pool to buy an automatic success *evil laughter*)
Though GM's should still enforce the "common sense" rule, and may choose to announce that to get that automatic success, you have to burn MORE karma, depending on the strength of whatever's nailing you. (i.e., burn two points to live through falling out of a jetliner, four to suck that missile, and twice as many karma points as you actually have available to endure that nuke.)

-----------Cut & paste-----------

By the way, I just found this from the 'net sometime, and I'm not taking any credits for writing this.


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Fortune
post Nov 30 2003, 08:34 AM
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Oh my God! You killed Timmy! You bastard!
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Corywn
post Nov 30 2003, 06:00 PM
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Actually, whoever did this is wrong.
QUOTE (Neon Tiger)
(remember, you CAN permanently expend a point from your Karma Pool to buy an automatic success *evil laughter*)


You can only burn for a success if you make a success.
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Kagetenshi
post Nov 30 2003, 07:01 PM
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Indeed. Their only option would be HoG.
edit: or Hooper-Nelson it down to something possibly doable.

~J
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leemur
post Nov 30 2003, 08:29 PM
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QUOTE
Indeed. Their only option would be HoG.
edit: or Hooper-Nelson it down to something possibly doable.


I am familar with the rule, although I have never used it.

But who the hell is Hooper-Nelson?
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Kagetenshi
post Nov 30 2003, 09:11 PM
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I have absolutely no idea.

~J
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