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Aug 26 2003, 01:48 PM
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#26
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Mr. Quote-function ![]() ![]() ![]() Group: Dumpshocked Posts: 1,317 Joined: 26-February 02 From: Somewhere in Germany Member No.: 1,376 |
How can you dare to spoil the ideas of making "the kill" easier ? :D :rotfl: :grinbig: |
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Aug 26 2003, 06:53 PM
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#27
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
Here's where the logic breaks down-- if someone's got 5 points of armor on a cyberarm, and you call a shot to the hand, does it at all make sense that a hand (or a finger, even) gets the full 5 points of armor? A hand or finger can't have nearly the protection that a full arm has.
With that in mind, I prefer to not have to calculate specific armor ratings per finger (except for the third one, in the case of rules-munchkins) and I find it makes the gameplay go much faster if you keep it abstract. As a slightly silly example, here's a debunking of the head shots = uber death shot theory: Munchkin: "All right! I got him in the head! He's DEAD!" GM: *rolls dice* "Um, no. He soaked." M: "No way! I got him in the head! He's dead! No fair!" GM: "Um... you got one success post-dodge, with a hold-out packing standard, against a troll with titanium bone lacing and otrthoskin. He soaked." M: "WAH! I got him in the HEAD! You're cheating!!" GM: *sighs and loads Orbital Cow Launcher* |
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Aug 26 2003, 11:31 PM
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#28
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Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 26-February 02 Member No.: 1,478 |
thing is, cain, the logic breaks down just as quickly if you're talking about calling a shot with a cybersquirt or punch. yes, it doesn't make sense that a hand has as much armor as a whole arm--but it makes just as little sense that the armor from a flak vest should be applied when i make a headshot on some punk.
about helmets--note that their rating isn't 1/2. it's +1/2. i generally take that to mean that a helmet has the same armor rating as the armor to which it's matched (plus the value of the helmet). admittedly, this leaves the question of why adding a helmet makes torso armor more effective. a viable house rule for this is to just ignore the added value of the helmet, and just give the entire thing (helmet and all) the base armor value. |
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Aug 27 2003, 12:05 AM
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#29
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
Ok first of all i'm all for using called shots to unarmoured locations but i do see both sides of this argument. The main issue i have with the called shot thing is brought to light by this. Player: I'll make a called shot to his (insert unarmoured location here, i'll use head) Gm: ok fine but since he's in cover thats +6 Tn's Player: ?? his head is in cover?? Gm: No, but his body and legs are. Player: But i'm not shooting at those!! I'm shooting at his head!! You see my point. Now i don't claim to have a Perfect solution, But I'll use called shots to unarmoured only when the target is unaware and the PC/NPC has spent a round aiming. Granted in most situations there is no point of these rules but it does allow silanced light pistols to kill armoured targets. |
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Aug 27 2003, 01:26 AM
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#30
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Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 26-February 02 Member No.: 1,478 |
well, sure, if you define "behind cover" as "sitting still, with your head poking out." that's almost as stupid as standing out in the open, though. haven't you seen any action movies at all? you know when somebody pops out, fires a few shots, and then ducks back, all in the course of about three seconds? that's cover.
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