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> Feedback on house rule, increased reaction and melee combat
lordsah
post Mar 23 2004, 03:17 AM
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So, I'll describe the dilemma I see in the melee combat rules and a house rule that I've used to address it. I'm wondering if folks have implemented similar solutions in their campaigns.

Normally for melee combat, Attacker A (call her Alice) initiates combat with Defender B (call him Bob). Say Alice and Bob have the same skill in Unarmed Combat, so Alice has a 50/50 chance of coming out ahead.

Now assume that Alice has wired reflexes and Bob does not. My personal experience (only a few years in martial arts) says that Alice, because she's faster, should generally come out ahead. She should block attacks and exploit weaknesses more readily simply because she has a quicker response time. The rules in SR3 don't address this, and it seems silly to me and some of my old-time players.

This assumption about reaction as it applies to melee combat seems to jive with Shadowrun fiction I've read (wired reflexes described as seeing things in slower motion, for example).

I've played in previous campaigns that any extra dice to initiative (through magic or cyberware) also get added to melee combat rolls. Alice with WW level 3 would get 3 extra dice on her Unarmed Combat.

I'm starting a new campaign with a batch of newbie players, so I'm taking the opportunity to re-examine some of my house rules. Does anyone else do anything like this? And for folks who've been playing for a long time: even if it's a good idea, do you think it breaks game balance?
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Luke Hardison
post Mar 23 2004, 03:23 AM
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I don't think that will be too bad on balance, lordsah, but keep an eye on it. If you don't play with power players or munchkins it probably won't be abused, but it has ... potential, especially with adepts and improved Unarmed / martial arts.
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kevyn668
post Mar 23 2004, 03:32 AM
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Eventually someone will take advantage of that system. Even if you players are complete newbs, at some point they'll discover they can "max-out" in melee or skimp in melee and then earn the dice back w/ reflex enhancement.

Just my two cents. :)
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mfb
post Mar 23 2004, 03:32 AM
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wow. that's an incredibly simple fix, that sounds really workable. i may have to try that one myself.

i'd suggest that someone using the Quick Strike adept power gets +5 dice for that attack only.
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Cain
post Mar 23 2004, 03:33 AM
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This is an ongoing argument; there's been lots of suggestions made on this board.

IMO, it's completely unnecessary-- since melee ties goes to the attacker, given equal skill, the faster character will win more often.

My personal experience in martial arts is that speed is a function of skill, and not the other way around. Personally, I feel the rules adequately reflect that.

I'll even run some numbers, so you can see for yourself.
[ Spoiler ]


As you can see, speed is a huge advantage already. I don't see the need to add house rules to give speed even more of an advantage.
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Herald of Verjig...
post Mar 23 2004, 03:37 AM
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First, A has a slightly better chance of victory than 50%. Why? Because the attacker wins in ties (if there are a positive number of successes). Having more actions means more combat events where you will win if it is a tie. It also can mean an action or two where you can switch to a gun, step back, and know that the opponent has already burnt all his combat pool. Not "fair" but clearly an option.

If you want to make faster people better in a fight, just change the "tie goes to attacker" rule into "tie goes to highest potential initiative." This way, the MBW-3 usually has an advantage when defending against the WR-3 in a melee and both have an advantage over the SN (slow norm).
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Zazen
post Mar 23 2004, 05:08 AM
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QUOTE (Herald of Verjigorm)
If you want to make faster people better in a fight, just change the "tie goes to attacker" rule into "tie goes to highest potential initiative."

It'd be funny to watch people take the Adrenaline Surge edge to win any tie ;)
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Herald of Verjig...
post Mar 23 2004, 05:12 AM
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I am willing to accept that loophole because it prevents the person from installing anything that reliably increases initiative. A 1D6 initiative that wins melee ties will be much easier to deal with than a 5D6 with a SMG.
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Zazen
post Mar 23 2004, 05:50 AM
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Yeah, it'd be funny, not necessarily effective :)
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lordsah
post Mar 23 2004, 10:49 AM
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I think everyone is getting hung up on my example of two folks being exactly equal except for increased reflexes. If you take out the rules and tell me about a guy who can move three times as fast as _anyone else_, seems to me that he should generally be able to mop the floor with them. Seems intuitive...

Cain, the only advantage to the faster character you laid out is that they can move first. The outcome of the fight you laid out was determined by only this fact.

Clearly, in ranged fights, high reaction folks have the very definite advantage--they shoot first, and that generally means they win. Perhaps leaving reaction out of melee is the only way to give non-hypered reaction folks a chance. A street sam is still gonna lose if he wades into a gang wielding chains and bats.

As for munchkins always taking reaction enhancers for fights...how is this different than things are normally? Every munchkin I've ever built had as much initiative enhancement that I could get away with anyway.

Does anyone know offhand where those older threads about this debate are?
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toturi
post Mar 23 2004, 11:03 AM
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QUOTE (lordsah)
I think everyone is getting hung up on my example of two folks being exactly equal except for increased reflexes. If you take out the rules and tell me about a guy who can move three times as fast as _anyone else_, seems to me that he should generally be able to mop the floor with them. Seems intuitive...

Cain, the only advantage to the faster character you laid out is that they can move first. The outcome of the fight you laid out was determined by only this fact.

Clearly, in ranged fights, high reaction folks have the very definite advantage--they shoot first, and that generally means they win. Perhaps leaving reaction out of melee is the only way to give non-hypered reaction folks a chance. A street sam is still gonna lose if he wades into a gang wielding chains and bats.

As for munchkins always taking reaction enhancers for fights...how is this different than things are normally? Every munchkin I've ever built had as much initiative enhancement that I could get away with anyway.

Does anyone know offhand where those older threads about this debate are?

Exactly, you are a munchkin and your Non-Canon house rule is just proof of that. Not that your house rule resembles anything near reality or enhances game balance.
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Austere Emancipa...
post Mar 23 2004, 11:50 AM
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Don't take toturi too seriously, he just has a thing about canon. ;)

Couldn't find any of those threads on this forum, but I did find at least one long one on the old: Higher Initiative and Melee Combat
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Capt. Dave
post Mar 23 2004, 01:04 PM
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Munchkin...Minmaxer...How liberally some people apply these terms to players.
I think what toturi really wants his players' characters to look like is this:

Bob the Stuffer Shack clerk
B-3
Q-3
S-3
C-3
I-3
W-3

Electronics (Cash register) 1/3
Athletics (Restocking) 1/3

Total Pacifist Flaw
Severe Phobia (Shadowrunning)

People...we play Shadowrun to become characters in a world more interesting than ours, and beome characters more interesting, and well...better than the normal person. Now if a GM and his group have fun playing gas station attendants and quadriplegic accountants, then great. But realize that some people _gasp_
like to kill things and be a badass.
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Austere Emancipa...
post Mar 23 2004, 01:26 PM
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Capt. Dave, you really seem to have misunderstood toturi. Had you actually read some of the stuff he has written here in the past, you'd know he certainly doesn't play SR like that. Quite the contrary, in fact. Your whole rant was completely pointless and missed by a mile. Which wouldn't've been so bad had you not tried to make the rant so insulting as well.

Do not make so hasty assumptions about people based on 1½ lines of text on a forum.

This post has been edited by Austere Emancipator: Mar 23 2004, 01:27 PM
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Capt. Dave
post Mar 23 2004, 01:33 PM
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I apologize if I misunderstood toturi's style of play, but the entire stereotype of munchkins kind of bothers me. To me, a new rule that fits in with a certain style of play isn't munchkinish. Perhaps I was out of line, but people really need to stop throwing that description on seemingly everything.
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kevyn668
post Mar 23 2004, 01:49 PM
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How come we don't have a "Munchkin Smiley"?
:grinbig:
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DigitalMage
post Mar 23 2004, 03:27 PM
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If you do include this house rule I would like to make a few suggestions -
First make it clear that these are extra dice - they do not increase the Skill and therefore do not raise the maximum for the number of Combat Pool that can be used.

If the Skill is less than the extra number of dice that could be gained, cap the extra dice to the Skill, e.g. a guy with Unarmed Combat 1 woudl only gain 1 extra dice from his Wired Reflexes even if they are rating 2 or 3. Fast reactions aren't always helpful if you don't know what to do with them!
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Eyeless Blond
post Mar 23 2004, 03:52 PM
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You know, I just had a bit of inspiration. It seems to me that Reaction should generally play a bigger role in combat. Not only would it help in melee to an extent, but also in ranged combat, dodging attacks, etc. If the world moves at one-third the speed to you, you should be able to do all those things better. In the same way, I'd imagine that the smarter you are the better you should be at using the computer and adapting to new situations in the Matrix, or the stronger your mental attributes the better you should be at casting spells.

There's already a mechanic for using attributes to assist in certain situations: dice pools. I'd say the best fix for such things, since you're already monkeying with the rules, is to change how Combat Pool dice are calculated. I'd suggest React + Wil/2, instead of the current (Qui + Int + Wil)/2, since Reaction is normally (Qui + Int)/2 already. Just be prepared for everyone running to boost their Reaction more than they already are.
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lordsah
post Mar 23 2004, 04:54 PM
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QUOTE (DigitalMage)
If you do include this house rule I would like to make a few suggestions -
First make it clear that these are extra dice - they do not increase the Skill and therefore do not raise the maximum for the number of Combat Pool that can be used.

If the Skill is less than the extra number of dice that could be gained, cap the extra dice to the Skill, e.g. a guy with Unarmed Combat 1 woudl only gain 1 extra dice from his Wired Reflexes even if they are rating 2 or 3. Fast reactions aren't always helpful if you don't know what to do with them!

Those are great suggestions. I think that's totally reasonable.

As for reaction...don't critters just straight up use their reaction as their combat dice? (I'm at work without my books at the moment). If I'm remembering that correctly, that's another argument that being faster _should_ help out your melee.

As for munchkinism...toturi shouldn't be so quick to judge. Like most well-rounded RPG'ers, I've played and GM'd both min-max and role-playing heavy campaigns. As for munchkinism in Shadowrun: that's the nature of the beast. Your min-maxer can barely find more fertile ground than Shadowrun :)
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Jpwoo
post Mar 23 2004, 05:02 PM
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The adding reaction dice to melee skill as well as initiative makes things like wired very very powerful.

If you want to simulate wired effects on combat and melee how about this house rule.

When rolling initiative a player may opt not to roll some of their intiative dice. Each die not rolled will provide one extra combat pool die for that round.

So a character with 9+3d6 initiative could choose to roll 1d6 instead and their combat pool would be two bigger for that round.

The character in game terms is taking her time to observe the details around them rather than just getting as much done as possible.

Perhaps two combat pool dice per one initiative die skipped. though that may be too much.
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lordsah
post Mar 23 2004, 05:13 PM
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QUOTE (Eyeless Blond)
There's already a mechanic for using attributes to assist in certain situations: dice pools. I'd say the best fix for such things, since you're already monkeying with the rules, is to change how Combat Pool dice are calculated. I'd suggest React + Wil/2, instead of the current (Qui + Int + Wil)/2, since Reaction is normally (Qui + Int)/2 already. Just be prepared for everyone running to boost their Reaction more than they already are.

That logic makes sense. However, I'm a bit hesitant about that change ...Combat Pool is used for all kinds of stuff (Dodge Tests, Damage Resistance, etc). Game balance would be pretty upset by such a sweeping change.

I'm happy with Reaction as it applies to ranged combat...going first and going often is a tremendous advantage when you're shooting a gun. It was melee that seemed inconsistent to me, and adding the extra Init dice to the melee skill is a very targetted solution.
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Cain
post Mar 23 2004, 06:45 PM
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QUOTE
I think everyone is getting hung up on my example of two folks being exactly equal except for increased reflexes. If you take out the rules and tell me about a guy who can move three times as fast as _anyone else_, seems to me that he should generally be able to mop the floor with them.

Um, no. Raw speed doesn't matter in a fight. It doesn't matter how fast the other guy swings, if I know the blow is coming. Applied speed is what does the trick.

I've studied speed in martial arts extensively, and while I've met many people who can twitch much faster than I can, only well-trained people can match my applied speed. That's not because they can twitch their muscles any faster; it's becuase they can read my body language better than i can conceal it from them. Speed in martial arts is not about moving quickly; it's about giving the opponent as little warning as possible-- not "telegraphing" your moves.

Think of it this way. Raw speed should be a huge advantage when playing console games, right? You need to be able to press buttons very rapidly. So, does it follow that someone who's very skilled at Tetris should also be very skilled at martial arts?

Let's use an unfair example. We have Slow Joe who gets into a fight with Tung Fu Rue. Slow Joe has a reaction of 3 and skill 1, versus Tung Fu Rue with his skill of 6. Joe opens up with a huge haymaker, is caught readily, and gets pounded.

So, Joe goes out and gets a set of wired-3 installed. He immediately goes out and challenges Tung Fu Rue to a rematch. Joe goes first, and opens with the exact same slow arcing haymaker. Tung Fu rue has time to sigh before pounding Joe again.

See the point?

QUOTE
Cain, the only advantage to the faster character you laid out is that they can move first. The outcome of the fight you laid out was determined by only this fact.

Exactly. The faster character already has an advantage, all other things being equal. If the other guy is more skilled, then he should win, as illustrated in the Joe vs Tung Fu example. If things are close, then speed may compensate for lesser skill.

But under no circumstances should reflex boosters transform Clumsy Cal into Bruce Lee.
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lordsah
post Mar 23 2004, 07:23 PM
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QUOTE
But under no circumstances should reflex boosters transform Clumsy Cal into Bruce Lee.

And it won't . If a guy with Unarmed Combat 2 gets Wired Reflexes 2, then he only has 4 dice. Bruce Lee still has 6 (or whatever), and should consistently win. But crazy-go-nuts fast Bruce Lee (with wired reflexes) should consistently beat mundane Bruce Lee.

The way that I've always thought about wired reflexes is similar to 'bullet time' in Max Payne (I've only watched others play it). (Sorry for those who've never seen this game, but it succinctly describes what I'm thinking.) The game slows down once people start shooting, not too much mind you, just a bit. It gives the human player more ability to react to the NPC's shooting at him. As a result, the human player gets off several accurate shots for the meatbag's one. The player is far from invincible--too many baddies at once and you'll get ganked--and your shots are still limited on your aiming ability.

To me, that seems very applicable to melee combat. Red Reflex (I love these names:)) is boxing with Cochise the Ganger. Cochise starts to swing his chain, even pretty skillfully, but Red has that extra percieved half second to dodge that little bit more, setting him up for a better counter-attack.

[edited for spelling errors]
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Smiley
post Mar 23 2004, 07:37 PM
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QUOTE (lordsah)
I've played in previous campaigns that any extra dice to initiative (through magic or cyberware) also get added to melee combat rolls. Alice with WW level 3 would get 3 extra dice on her Unarmed Combat.

To keep things from getting TOO uber-badass, i'd suggest taking the difference between the 2 initiative dices and adding THAT to the skill of the quicker player.

Example: Omicron the Planet-Eating Planet w/ Edged Weapons 6 and 12+3d6
Versus Juice Lee w/ Edged Weapons 6 and 10 + 2d6

Ol' Omicron is a bit quicker and has one more initiative dice than Juice. Therefore, he adds that dice to his Edged Weapons while they're duking it out.

Although, that brings up the question: "What if there's a guy with 14+1d6 fighting a guy w/ 6+3d6? Which one is really quicker?"
To which i respond, "Bite me. I'm not FanPro."
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Austere Emancipa...
post Mar 23 2004, 08:14 PM
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I suppose this might be a good time to advertise my medieval fantasy SR melee combat rules (part of the FR port)... But you know me, I'm above that sort of thing. ;)
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