diminishing Dicepool, examples of reducing defense. |
diminishing Dicepool, examples of reducing defense. |
Mar 5 2008, 05:48 PM
Post
#1
|
|
Moving Target Group: Members Posts: 777 Joined: 22-November 06 Member No.: 9,934 |
5 gangers square off against the street sam and they all shoot one initiative after the other.
Ganger #1 Initiative 12 - Suppressive fire (-0 DP first attack) Ganger #2 Initiative 11 - Wide short burst, and Narrow Short Burst (-3 DP) Ganger #3 Initiative 10 - Two Single shots (-2 DP) Ganger #4 Initiative 9 - Wide Long Burst (-6 DP) Ganger #5 Initiative 8 - single shot Runner #1 Initiative 5 - has -11 total dicepool modifier when resisting Ganer #5's attack? so in a High velocity weapon you can fire 2 long bursts in a round and hit up to three people with a wide burst (withing a couple meters). what is the downside to the initiative master of the group throwing wide bursts at all the enemies (HV, ambidexterity, Akimbo style)? |
|
|
Mar 5 2008, 06:14 PM
Post
#2
|
|
Man Behind the Curtain Group: Admin Posts: 14,871 Joined: 2-July 89 From: End of the Yellow-Brick Road Member No.: 3 |
First: The dice pool modifiers are not cumulative. They apply individually to each attack. The only thing that is cumulative is that you have a -1dp per attack after the first (Defensive modifiers BBB pg 151) until your pool refreshes.
So, versus ganger #5 he has a -6dp. |
|
|
Mar 5 2008, 06:20 PM
Post
#3
|
|
Shooting Target Group: Members Posts: 1,653 Joined: 22-January 08 Member No.: 15,430 |
Each attack you defend against after the first imposes a -1 penalty. Since runner #1 has defended against 6 attacks when ganger #5 shoots at him, he has -5 to defend.
The penalties from wide bursts do not stack. They only apply to that specific attack. The only thing that stacks is the -1 per attack defended against penalty. |
|
|
Mar 5 2008, 06:29 PM
Post
#4
|
|
Moving Target Group: Members Posts: 201 Joined: 26-February 02 Member No.: 862 |
There were actually 7 attacks, less the first one = -6DP from Dodging
|
|
|
Mar 5 2008, 06:43 PM
Post
#5
|
|
Running Target Group: Members Posts: 1,069 Joined: 19-July 07 From: Oakland CA Member No.: 12,309 |
The super-duper muchy move that no GM should let fly is to split your dice pool umpteen ways. Let's say you have an Agility+Heavy Weapons+Mods= 12 dice with a machine gun. Split that into twelve one die attacks on 1 person. Now they are at a cumulative -12 to dodge. Then with your next simple action you pull a narrow burst to the head ... and let teammates and drones have your way with them
|
|
|
Mar 5 2008, 06:45 PM
Post
#6
|
|
Shooting Target Group: Members Posts: 1,711 Joined: 15-June 06 Member No.: 8,716 |
sa = successive attack
Ganger #1 Initiative 12 - Suppressive fire = threshold test Ganger #2 Initiative 11 - Wide short burst(-1 sa, wide -2) and Narrow Short Burst (-2sa, +2dv) Ganger #3 Initiative 10 - Two Single shots (-3 sa and -4 sa) Ganger #4 Initiative 9 - Wide Long Burst (-5sa, -5wide) Ganger #5 Initiative 8 - single shot (-6sa) Runner #1 Initiative 5 - is probably screwed at ganger 4 lol with a -10 mod to dodge. |
|
|
Mar 5 2008, 06:48 PM
Post
#7
|
|
Shooting Target Group: Members Posts: 1,711 Joined: 15-June 06 Member No.: 8,716 |
You cant split dice up like that Weaver. You can call your shot and withold dice to jack up damage or split the pool when your dual wielding but nowhere does it say you can make each individual bullet its own attack. You can do that with spells i think heh. .....
|
|
|
Mar 5 2008, 07:53 PM
Post
#8
|
|
Running Target Group: Members Posts: 1,416 Joined: 4-March 06 From: Albuquerque Member No.: 8,334 |
If you're making each bullet it's own attack, you're firing in Semi-Auto mode, meaning you get 2 shots. That's it. Nice try though.
EDIT: Of course, if he has a cybertorso with 11 pistols mounted and DNI'd to be usable individually, I suppose he *could* split it up into 12 shots (11 from those guns, plus the one in his hands). That would work, but that's ultra-munchkin, and at that point is probably using autosofts to get the guns to fire together.... Bah, that's too complicated. |
|
|
Mar 5 2008, 07:58 PM
Post
#9
|
|
Man Behind the Curtain Group: Admin Posts: 14,871 Joined: 2-July 89 From: End of the Yellow-Brick Road Member No.: 3 |
|
|
|
Mar 5 2008, 08:01 PM
Post
#10
|
|
Runner Group: Members Posts: 2,666 Joined: 29-February 08 From: Scotland Member No.: 15,722 |
To be fair, what sort of Street Sam has an initiative score of 5?
A dead one... (IMG:style_emoticons/default/rotfl.gif) |
|
|
Mar 5 2008, 08:17 PM
Post
#11
|
|
Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
A good samurai will have a reaction of 8+ for defense. With multiple attackers, the samurai will want to spend at least one IP on full defense nevertheless.
Each consecutive attack reduces his pool, and each attack should have its own burst modifier. First bursts wide to increase the likelihood of a hit, later bursts against the reduced pool narrow to increase damage. Works fine. Drones can play this game surprisingly well, their attack DPs are not that low. |
|
|
Mar 5 2008, 10:01 PM
Post
#12
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
The super-duper muchy move that no GM should let fly is to split your dice pool umpteen ways. Let's say you have an Agility+Heavy Weapons+Mods= 12 dice with a machine gun. Split that into twelve one die attacks on 1 person. Now they are at a cumulative -12 to dodge. Then with your next simple action you pull a narrow burst to the head ... and let teammates and drones have your way with them there are several things wrong with that. first, as others have pointed out, you can break full-auto fire into seperate bursts with one action only if you are actually firing at multiple targets. second, you can't break it up into one-round bursts; you have the option of breaking it into either two or three bursts. third, in order to do that, you have to fire a full burst, which is a complex action--by the time you get your next simple action, the DP modifier for defending against so many attacks would have faded anyway. |
|
|
Mar 5 2008, 10:43 PM
Post
#13
|
|
Moving Target Group: Members Posts: 573 Joined: 17-September 07 Member No.: 13,319 |
More likely, the runner sammie at Init 20 took his action to kill one of the gangers, and went from being outnumbered six-to-one to being outnumbered five-to-one. Being outnumbered sucks in a wide variety of situations including some real life gunfights. The gangers might also have someone going two-gun to multiply the distraction attacks. With enough attacks, sooner or later the defender will glitch.
|
|
|
Mar 5 2008, 10:53 PM
Post
#14
|
|
Runner Group: Members Posts: 2,666 Joined: 29-February 08 From: Scotland Member No.: 15,722 |
To be fair, what sort of Street Sam has an initiative score of 5? A dead one... (IMG:style_emoticons/default/rotfl.gif) What sort of Street Sam gets an initiative of 20 and is still in a position to be shot at after his first IP? I refer the honorable gentleman to my previous answer.... (IMG:style_emoticons/default/wobble.gif) |
|
|
Lo-Fi Version | Time is now: 28th March 2024 - 01:34 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.