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> What purpose does combat serve for your character, Conceptually speaking.
psychophipps
post Feb 12 2009, 09:44 PM
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Just another tool in the toolbox.
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kanislatrans
post Feb 13 2009, 02:03 AM
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My rigger Tick-Tock does combat for the jazz. (not the drug) (IMG:style_emoticons/default/grinbig.gif)

Backstory: 10 plus years of working bottom of the pile corp life style and being stuck as a pig jocky. (mindlessly inspecting pipe and duct work riding an outdated sensor drone). He left and wandered,looking for some reason to exist. He found it the moment he redlined his doberman and screamed in on three wage-mages guns blazing.

" Its all about the rush, chummer"

As for the grenade question, He has a penchant for the high explosive and incendiary. (Mood lighting for the chunky salsa lovefest you know? (IMG:style_emoticons/default/grinbig.gif) )

Although I didn't plan on him becoming a Leeroy Jenkins, he is showing a serious case of adrenaline addiction. might ask at the next game if he can pick up that negative trait and see where it goes.

edit: yes, I know adrenaline addiction isn't canon. (IMG:style_emoticons/default/wink.gif)
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Lindt
post Feb 13 2009, 04:52 AM
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Ya know its funny, 12 years ago when I started playing SR (Sr2 at that point... scary) I would have said "My character does it cause its (fun, exciting, ect).
The vast majority of them would say now "Because if I don't, I'm going to get killed or worse"
Dont get me wrong, I really try and emphasize the PUNK in cyberpunk, and poke fun at one player who has a tendency to take things too seriously when its not needed. But it just seems then when I get around to writing up an NPC runner, or rarely a PC for myself, most of them are in it for the paycheck. And you cant get paid if your dead.
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Draco18s
post Feb 13 2009, 05:11 AM
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QUOTE (Lindt @ Feb 12 2009, 11:52 PM) *
But it just seems then when I get around to writing up an NPC runner, or rarely a PC for myself, most of them are in it for the paycheck. And you cant get paid if your dead.


Quite.

My PC took a grenade to the face today (12P +2 AP) and only took 4 damage. Hurray exploding 6s (roll 14 dice, get 5,6,6,6 roll 3 dice, get 6, roll one get 6, roll one get 6 roll one get 6--then realized I forgot to add my 4 body dice: zilch).
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AllTheNothing
post Feb 13 2009, 04:04 PM
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QUOTE (kanislatrans @ Feb 13 2009, 03:03 AM) *
edit: yes, I know adrenaline addiction isn't canon. (IMG:style_emoticons/default/wink.gif)

In RC there a Daredevil Compulsive Behaviour negative quality, maybe it's usefull.
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kanislatrans
post Feb 13 2009, 10:57 PM
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@allthenothing: Mercy buckup, will look that up. I don't have RC yet but its waiting in my cart on battlecorps. just hope uncle sam hurries up with my tax refund. (IMG:style_emoticons/default/grinbig.gif) (IMG:style_emoticons/default/grinbig.gif)
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Draco18s
post Feb 13 2009, 11:06 PM
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Compulsive requires that the character make a composure [2] test (Will + Charisma, 2 successes) or follow through on the behavior.

Most PCs are going to make this test 80% of the time or better (especially if they're a mage--even more so if they're shamanic--or face). So you might want to take this house rule with you:

Anytime a character needs to roll composure for a flaw (including totem spirits) they mark down how many times they've made the test, and that is a DP penalty applied to the next test, until they fail.

Wil 7 + Cha 7? 14 dice. 6 prior successes? Only 8 dice.

For totem spirits at least, my GM is also making it that when that player finally fails a test the DP penalty of that test is applied as a bonus to his next spell (I forget if its to the spellcasting or the drain, or a choice).

Basically it's because Compulsive flaws are really easy to avoid as written.
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AllTheNothing
post Feb 14 2009, 12:01 AM
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QUOTE (Draco18s @ Feb 14 2009, 12:06 AM) *
Compulsive requires that the character make a composure [2] test (Will + Charisma, 2 successes) or follow through on the behavior.

Most PCs are going to make this test 80% of the time or better (especially if they're a mage--even more so if they're shamanic--or face). So you might want to take this house rule with you:

Anytime a character needs to roll composure for a flaw (including totem spirits) they mark down how many times they've made the test, and that is a DP penalty applied to the next test, until they fail.

Wil 7 + Cha 7? 14 dice. 6 prior successes? Only 8 dice.

For totem spirits at least, my GM is also making it that when that player finally fails a test the DP penalty of that test is applied as a bonus to his next spell (I forget if its to the spellcasting or the drain, or a choice).

Basically it's because Compulsive flaws are really easy to avoid as written.

It's not a bad thing that they can be avoided, it showes that they are more quirks rather cripling flaws; for exemple I liked the idea of the compulsive tidy (from the negative quality's very description in RC) and I used it in a character (I also had taken some oddball qualities that I've never used because they were part of the concept), it was fun, there have been times that I made my character fail the test (I just said it failed without rolling) for the sake of commedy, but when it would have screwed the team over I brought the 12 dices DP to bear (the GM allowed me to buy successes); survival came before the distaste.
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Draco18s
post Feb 14 2009, 12:19 AM
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True. It just happens that our shamanic mage is also has a Trickster mentor spirit and hasn't failed the test on that once (twelve dice, needs 1 success) and the game would be so much more fun if it actually mattered.
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Dwight
post Feb 15 2009, 03:14 PM
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QUOTE (Draco18s @ Feb 13 2009, 05:19 PM) *
True. It just happens that our shamanic mage is also has a Trickster mentor spirit and hasn't failed the test on that once (twelve dice, needs 1 success) and the game would be so much more fun if it actually mattered.

Flaws/NQ that sort of sound niffty but don't happen in play, derail the game when they do, or devolve into the player running from them actually happening <<EDIT:while the GM frantically tries to impose them on the player using whatever dictorial means.>> Yeah, that's why I'm bringing the 6th World to Burning Wheel, a game where the equivalent of Edges/Flaws work. Anyway, getting back on topic.....


Grenades, does anyone use them to try push opponents out of cover? That seems to be the intention of the rules but I rarely ever saw that in practice. Mostly it was intended as damaging only.
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Stahlseele
post Feb 15 2009, 03:33 PM
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Nah, i use it to KILL people in cover by throwing grenades in with them O.o
why would i waste a perfectly fine working Grenade to get them out in the open so i can waste more bullets to shoot them with, if i can just kill them with the Grenade in the first place? ^^
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Dwight
post Feb 15 2009, 03:37 PM
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QUOTE (Stahlseele @ Feb 15 2009, 08:33 AM) *
Nah, i use it to KILL people in cover by throwing grenades in with them O.o
why would i waste a perfectly fine working Grenade to get them out in the open so i can waste more bullets to shoot them with, if i can just kill them with the Grenade in the first place? ^^

So your opponent doesn't ever leave cover to keep from getting churned into salsa?
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Stahlseele
post Feb 15 2009, 03:38 PM
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if they do, that's fine with me too . . but i ain't trying to get them out of cover ^^
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Dwight
post Feb 15 2009, 03:44 PM
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QUOTE (Stahlseele @ Feb 15 2009, 08:38 AM) *
if they do, that's fine with me too . . but i ain't trying to get them out of cover ^^

Do they ever? How often would you say?

So you don't throw with the intention of making them choose between getting out (so you can kill them) or taking the grenade blast?
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Stahlseele
post Feb 15 2009, 03:55 PM
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no, i throw the grenade to hurt/kill them O.o
if they come out so they don'T get hurt/killed by the blast, then i hurt/kill them with bullets.
switch-off for being nice is a good thing to have ^^

*shrugs* about 50% of the time they tried to get out of their cover i guess . . i did not really pay too much attention to that *snickers*
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Dwight
post Feb 15 2009, 07:13 PM
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QUOTE (Stahlseele @ Feb 15 2009, 08:55 AM) *
*shrugs* about 50% of the time they tried to get out of their cover i guess . . i did not really pay too much attention to that *snickers*

The macho stance aside (and why wouldn't you pay attention if you really do want to damage them (IMG:style_emoticons/default/wink.gif) ) 50% strikes me as fairly often. So how do you prepare for them to come out? Or do you feel you can prepare? How does that look in play?

The times they don't come out, why would you think that is? Were they able to? Did it seem likely they'd be be able to soak the damage? How did it work out for them?
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Draco18s
post Feb 15 2009, 07:20 PM
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QUOTE (Dwight @ Feb 15 2009, 10:14 AM) *
Flaws/NQ that sort of sound niffty but don't happen in play, derail the game when they do, or devolve into the player running from them actually happening. Yeah, that's why I'm bringing the 6th World to Burning Wheel, a game where the equivalent of Edges/Flaws work.


Oh, most of the (attempted) tricks have been putting people in pink bunny suits.
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Dwight
post Feb 15 2009, 07:49 PM
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QUOTE (Draco18s @ Feb 15 2009, 12:20 PM) *
Oh, most of the (attempted) tricks have been putting people in pink bunny suits.

Different thread please. (IMG:style_emoticons/default/love.gif)
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Stahlseele
post Feb 15 2009, 09:40 PM
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QUOTE (Dwight @ Feb 15 2009, 08:13 PM) *
The macho stance aside (and why wouldn't you pay attention if you really do want to damage them (IMG:style_emoticons/default/wink.gif) ) 50% strikes me as fairly often. So how do you prepare for them to come out? Or do you feel you can prepare? How does that look in play?

The times they don't come out, why would you think that is? Were they able to? Did it seem likely they'd be be able to soak the damage? How did it work out for them?

Prepare with pointing burst of auto fire capable shotgun in general direction of most likely way of escape.
I did not pay Attention to HOW MANY TIMES THEY GOT OUT!
i paid attention to them in terms of hurting/killing, as is my Job being the Combat-Monkey ^^

*shrugs* i don't question it if they prefere to cuddle with a live grenade instead of trying to come out and face me. . .
maybe they thought:"oh well, a Grenade, if i do it right, at least this will be over quickly and mostly painless . . but if i go out there, i probably get riddled with holes and will die a slow agonizing death by bleeding out . . if they don't torture me first, that is . ."

Most times, i made sure to look into the cover where the (N)PC's used to be when i threw the grenade in, if i did not see them come out of there before the boom.
if only for the:"EEEWWW! . . you really do not want to see this!"
And if they were still alive somehow, i either let them live(if taking S-Damage by a grenade can be called letting them live) because they got lucky and would most likely not be in my way anymore . .
or finished them off if they did something to annoy me earlier ^^

In those cases, if i go to war, it mostly works out with me standing with up to Serious Damage and everything that did not get REALLY lucky dead or busy dieing . .
i proud myself on being an accomplished combat min/maxer after all ^^
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Chrysalis
post Feb 15 2009, 09:51 PM
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It's a great way to kill time.
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