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> More Lethal Options, Anybody used them?
jaellot
post Nov 3 2010, 12:10 PM
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So I'm toying with the idea of giving the options for making things more painful a whirl. The +2 DV across the board, that sort of thing, Dodge only on their Action Phase, that sort of stuff. I'm just wondering if anybody has used any of them, and in what combinations, and how they worked out.

Thanks!
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Blade
post Nov 3 2010, 12:57 PM
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The rules I'm using in my current campaign:
- No FFBA
- No soak roll: the armor substracts half its rating to the attack DV, AP is applied. (So a 4 armor hit by a 1AP weapon will absorb 4/2-1=1 DV)
- Max Armor without encumbrance is strength+body instead of body*2.
- Armor degradation: armor have a condition monitor equal to their rating and lose one point when the DV is equal or superior to their rating (and two points if its twice the rating and so on).
- Stun and Physical condition monitors are 8+willpower and 8+body.
- There are rules for losing limbs/critical injuries.

The idea is that the characters are less likely to completely soak attacks (but they can withstand a bit more) and even the toughest troll wearing a full body armor will eventually go down under heavy fire.
But so far my PC have avoided combat so we still haven't used them much.
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Froggie
post Nov 3 2010, 01:04 PM
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Probably going to use the option rule for healing physical damage. Off the top of my head it requires that you include wound modifiers on the body roll to heal physical damage.

Getting almost killed should take more than 3 days sleeping on the couch.
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Warlordtheft
post Nov 3 2010, 01:10 PM
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I use an armor degredation rule that decreases the armor rating of body armor by 1 for each attack. Other than that I keep it at RAW.

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jaellot
post Nov 3 2010, 02:13 PM
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Cool, thanks again. I'm toying with the idea of losing the soak roll, too, just because it's one less roll to worry about.
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sabs
post Nov 3 2010, 03:20 PM
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I think I would apply the AP before I divided by 2. Instead of after. That makes APDS way too good.

FFBA 6/4 4P -2AP damage.

6-2 = 4, 4/2 = 2 so he reduces damage by 2.
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Draco18s
post Nov 3 2010, 04:42 PM
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QUOTE (sabs @ Nov 3 2010, 10:20 AM) *
I think I would apply the AP before I divided by 2. Instead of after. That makes APDS way too good.


Basically it means that 4 points of AP is all you need to defeat every armor ever, as you ignore armor up to 8, then your gun is doing a minimum of 5 damage base, pushing armor up to 18 before that gun even needs to worry about not doing damage.

Not to mention that body armor (8/6ish) will basically lose a point of protection every time the guy wearing it gets shot (a 5P gun only needs 3 hits to reduce that armor by 1).
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sabs
post Nov 3 2010, 04:46 PM
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20 armor vehicle vs -4 AP

20/2=10-4=6

A tank would only have 6 points of damage reduction against a gun with -4ap.

20-4=16/2=8 It's not a huge difference. But.
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Draco18s
post Nov 3 2010, 04:52 PM
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QUOTE (sabs @ Nov 3 2010, 11:46 AM) *
20 armor vehicle vs -4 AP

20/2=10-4=6

A tank would only have 6 points of damage reduction against a gun with -4ap.

20-4=16/2=8 It's not a huge difference. But.


You can get to 7 damage with a hand gun. Hell, you can get to that amount with a hold-out pistol (base damage: 4P; just need 3 net hits on 16+ dice).

Getting 9 is a tad trickier. You'd need 4 hits with most (non-explosive) weapons.

Also, it doesn't account for hardened armor or "vehicles are immune to stun's I can't believe its not hardened armor."
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sabs
post Nov 3 2010, 04:53 PM
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Yes I'm agreeing with you (IMG:style_emoticons/default/smile.gif)

I'm not sure I like the armor/2 thing.
Oh well.
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Draco18s
post Nov 3 2010, 05:02 PM
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Never said I was disagreeing.
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Blade
post Nov 3 2010, 05:04 PM
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Yes it makes AP ammo very interesting against armored opponent... Which isn't that absurd to me. The high availability and price make it a special ammunition anyway. My houserules consider that armor tech lost the battle against ammunition tech.
Good point regarding tanks, though. I was thinking about personal armor and not vehicle armor. I'll think about it. Thank you.
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sabs
post Nov 3 2010, 05:27 PM
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The problem is that the game doesn't differentiate between vehicle and personal armor.
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DMiller
post Nov 3 2010, 09:20 PM
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QUOTE (sabs @ Nov 4 2010, 02:27 AM) *
The problem is that the game doesn't differentiate between vehicle and personal armor.


Actually it does. With vehicle armor if the DV of the attack (unmodified by BF/FA) <= Vehicle Armor (modified by AP) then the attack bounces off, no resistance roll needed. It doesn't do that with personal armor.

-D
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Draco18s
post Nov 3 2010, 09:29 PM
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QUOTE (DMiller @ Nov 3 2010, 04:20 PM) *
Actually it does. With vehicle armor if the DV of the attack (unmodified by BF/FA) <= Vehicle Armor (modified by AP) then the attack bounces off, no resistance roll needed. It doesn't do that with personal armor.


Actually what it says is that attacks less than the DV do stun, and that vehicles do not take stun damage which results in the same effect has Hardened Armor (which can come in personal armor form), but is not actually Hardened Armor.
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sabs
post Nov 3 2010, 09:31 PM
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and it's possible to get a troll with as much armor as a tank (IMG:style_emoticons/default/smile.gif)
Which just seems weird.
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Inncubi
post Nov 3 2010, 10:18 PM
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In my campaign, some time ago, I used the gritty rules (I use 4th, not 4A).

This means: Maximum successes from /any/ skill roll is 2xskill. This means that a character with firearms 6 can accomplish maximum 12 successes. Ever. It applies to dodge too. If edge is mixed to the roll this limit collapses. It also makes those skilled better than those with a natural talent, characters will be more focused towards having good pools and building their skills, rather than the pools themselves.

Rating 6 is topnotch. Almost absolute topnotch. This is true for bad guys (corpers, etc). 4 and 3 are good and 2-3 are the usual average. This means that characters with a Firewall are as protected as a delicate (but not essential) Ares server. Tacnets are /scarce/, etc. This doesn't mean the campaign was street level, just that high availability was enforced not only with numbers, but with roleplaying. This helps players feel they are good with a skill at 4 or 3. It makes them more balanced instead of overspeacialists since they have enough dice. Thise with a 6 really excel. Then they get what they paid for in BP.

I used to the maximum the autosuccess rule: 4 dice, mean 1 success. It was enforced almost as mandatory roll for extended rolls where there is no good reason (this is GM fiat, the players never com,plained so I used it to effect. Groups may differ), or the character mixes edge on the roll in that case he can roll.
It was also used for spells and conjurations made during the preparation for the run. This made the lower spirits very popular, and the higehr force ones summoned only in emergencies and with edge involved in the summoning. It made them /special/ in a very nice sense (players even named a few and developed relationship with those spirits that had a lot of services)

First aid and healing rolls were modified by the physical damage modifier.

I would describe the wounds clearly. Even a a meager 1P, it hurts, it bleeds, its messy and disgusting and bothersome. Make sure the -1 is not only a mechanics problem, but something the player enjoys to roleplay.

On the other hand the bad guys would drop and scream for surrender and mercy when they only had 3P wounds. No one wants to be shot, and since they aren't trianed doctors with diagnostics equipment they don't know if they are dying. This made fights interesting because instead of dead bodies the guards would turn tail and run and ask for TONS of reinforcements. These would come late, but the tension the players often felt was much more interesting than the wounds they came out with... They were paranoid to linger in a firefight, and mooks would actually try to do just that (Tons of suppressive fire and trying not to face directly the shadowrunners -better fighters than them- but stalling them for the HTR Teams, for example, or the police to arrive).

But I digress, I think the main rules were the first ones I posted, and they worked nicely.



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Stormdrake
post Nov 3 2010, 10:27 PM
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I went with +3 to all damage codes. Have had several near deaths of players. I do like the idea that body tests are affected by wound mod's.
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Draco18s
post Nov 3 2010, 11:45 PM
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QUOTE (Inncubi @ Nov 3 2010, 05:18 PM) *
This means: Maximum successes from /any/ skill roll is 2xskill. This means that a character with firearms 6 can accomplish maximum 12 successes. Ever.


A few things:
1) 6 in a skill limiting you to 12 successes isn't that big of a deal (even if you're throwing edge, you're still unlikely to even GET 12 successes)
2) How do you apply that to attribute-only tests? Is the guy with 9 reaction, 1 Dodge limited to 2 hits when defending against a ranged attack for which he did not declare dodge? What if he does declare dodge?
3) What about 0 skill (defaulting)?
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Pollux710
post Nov 4 2010, 02:50 AM
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QUOTE (Blade @ Nov 3 2010, 06:57 AM) *
The rules I'm using in my current campaign:
- No FFBA
- No soak roll: the armor substracts half its rating to the attack DV, AP is applied. (So a 4 armor hit by a 1AP weapon will absorb 4/2-1=1 DV)
- Max Armor without encumbrance is strength+body instead of body*2.
- Armor degradation: armor have a condition monitor equal to their rating and lose one point when the DV is equal or superior to their rating (and two points if its twice the rating and so on).
- Stun and Physical condition monitors are 8+willpower and 8+body.
- There are rules for losing limbs/critical injuries.

The idea is that the characters are less likely to completely soak attacks (but they can withstand a bit more) and even the toughest troll wearing a full body armor will eventually go down under heavy fire.
But so far my PC have avoided combat so we still haven't used them much.


I fffffffffffficking love these rules!
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Pollux710
post Nov 4 2010, 03:01 AM
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QUOTE (Blade @ Nov 3 2010, 06:57 AM) *
The rules I'm using in my current campaign:
- No FFBA
- No soak roll: the armor substracts half its rating to the attack DV, AP is applied. (So a 4 armor hit by a 1AP weapon will absorb 4/2-1=1 DV)
- Max Armor without encumbrance is strength+body instead of body*2.
- Armor degradation: armor have a condition monitor equal to their rating and lose one point when the DV is equal or superior to their rating (and two points if its twice the rating and so on).
- Stun and Physical condition monitors are 8+willpower and 8+body.
- There are rules for losing limbs/critical injuries.

The idea is that the characters are less likely to completely soak attacks (but they can withstand a bit more) and even the toughest troll wearing a full body armor will eventually go down under heavy fire.
But so far my PC have avoided combat so we still haven't used them much.


BUT, what about laser weapons?
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Blade
post Nov 4 2010, 09:11 AM
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What's the problem with laser weapons?
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Mäx
post Nov 4 2010, 11:57 AM
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QUOTE (Blade @ Nov 4 2010, 11:11 AM) *
What's the problem with laser weapons?

They as well as quite a few other thinks have AP-half.
So do they just half the armors rating again?
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Ascalaphus
post Nov 4 2010, 12:33 PM
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I find the idea of capping hits at Skill * 2 interesting. It puts a stop to ridiculous bonus-mongering or Attributes Uber Alles. But defaulting makes it tricky.. maybe the limit goes no lower than 1-2? It does kinda solve the Emotitoy/Empathy Software exploit.

Also, I'd still allow people to use FFBA, just not stack effects with other worn armor. It's nice for inconspicuous protection.
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sabs
post Nov 4 2010, 12:43 PM
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I'd allow FFBA to stack, but not at 1/2 rating.
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