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#26
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
what I meant was this:
Click For Diagram (it really sucks but you get the idea) See, I don't like that even if you were to cement your weapon into place and fire at a target 50 meters away aiming at the torso, you could still hit the leg or head just from the roll. It only works good if you don't describe a damn thing other than "I'm shooting" and then resolve what it was that you did to shoot after you have shot. Otherwise you end up with magic bullets that hit a toe when you've aimed at a head. Also, as it is plain to see, you have to worry about the balance of the rolls per the hits. In this example, the right arm would be hit quite a bit more often with this hit location table (which I realize this is a REAL crappy version of a hit location table, but they all work the same as this at the core). That's all I meant. It just has no place in our system... :) |
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#27
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
I'm completely fine with you not using random hitlocs. I just want to justify their existence, because they really aren't that bad.
For example, crappy doesn't even begin to describe that table. :D I've got hitloc tables that balance right and left limbs completely, and that give a, what was it, I think 42% chance of hitting either chest of abdomen, about 10-15% chance of hitting the groin (for about 55% chance of hitting the torso), about 10% for head, etc. That's assuming someone aims normally at center-mass. If you deliberately aim high (+1 TN), you have about a 25% of hitting the head, ~40% upper torso, ~35% arms. If you deliberately aim low (+1 TN), you have about 90% to hit the legs, 10% lower torso. Etc. Calling a shot to a specific spot still works as normal in SR. So it doesn't have to suck anywhere near as hard as you make it out to suck. It certainly has some problems. When someone specifically says they go prone and the hit locations seem slightly odd, I often just wing it. In special situations, the results a random hitloc table gives are not as good as what you get from an ME-like system. On the other hand, it's a lot quicker to use. So you should weigh the frequence and importance of such special situations with how quickly you want to resolve them to decide what kind of system you use. "You" being the passive form here, since obviously you (Stumps) have already made up your mind. |
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#28
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
True,
I'm not going to use ME's system. I'm going to take it and see if I can't make it faster to use but equally effective as it is presently when altered to fit our games mechanics, which are FAR different than those in ME. (I think that the very way that ME accounts damage is part of the reason that it takes so long, but I'm not sure...) If I find that no possible improvement on time can be accomplished, then I will look for other alternatives, such as rolling random hit locations. |
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#29
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 ![]() |
For some sample shilouettes here's an archive of the ME page. Take a look at the end of the Tigershark adventure for some shilouettes of sharks. Those would be printed on paper and the hit loaction circle would go down on top of them.
The ME adventures are also pretty easliy adaptable to SR. |
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#30
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Why oh why didn't I take the blue pill. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,545 Joined: 26-February 02 From: Gloomy Boise Idaho Member No.: 2,006 ![]() |
The only problem I have with hit locations is that the damage model is based on the gun, not where you hit. So how do you tell your player you shot Joe Schmoe in the head.. and then say he isn't really hurt?
If you skip the to hit roll, and just leave it up to the GM to make it up on the fly, you won't have that situation. You can of course say that if you shoot someone in the head they die (which is realistic but not as fun). |
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#31
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
Assuming you've got location-specific "special effects", damage-wise, it's not a problem. Hits to the head are +1DL automatically in my games, and it's quite rare for people to get hit in the head and not be severely hurt. Describing a Moderate, and certainly a Serious, to the head isn't very difficult: Minor penetration of the skull, ears, the whole mouth area, nose, etc. Not every headshot has to go right into the brain. |
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