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#26
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,647 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 ![]() |
why no damage bonus? Because charge doesn't give damage bonus either. You don't get to add charged distance / 2 (just a random number off the top of my head) to your damage, even if it can be quite a momentum you've built up. Or vicious blow in itself. It's the same damage, just physical. Or just about anything else you can do as a combat option. If I start handing out a damage bonus on ONE particular thing, it becomes better than everything else. The SR system is not equipped to handle ramming attacks between characters, so I go the safe route. Don't get me wrong, I like characters that stretch the rules until they must either give or bend, but for me, those are more of a proof of concept kind of thing than characters that actually _bring_ something into play. So yeah. You could play them. And if you leap, you don't get to add your weight or your jacks or your fallen distance or whatever. You get a plain old +2 to knockdown (additionally to the charge bonus, probably), regardless if you're a troll or a dwarf. And if you climbed and no one looked up, the enemy may even be surprised and not able to defend himself. That in itself is powerful enough. |
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#27
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Solid, bannockburn. (IMG:style_emoticons/default/smile.gif) Particularly thinking like this:
QUOTE If I start handing out a damage bonus on ONE particular thing, it becomes better than everything else.
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#28
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Target ![]() Group: Members Posts: 32 Joined: 31-July 12 Member No.: 53,098 ![]() |
Its clearly sensible to increase damage if you are moving faster. Game balance has little to do with it: the bad guys can drop on the good guys too.
It adds fun to the game if the players can do things to change how much damage they do. It makes spending the time getting into position worthwhile. It makes it worthwhile taking acrobatics or climbing. Making rules for this is hard because: do you include swinging from a rope rules, do you include jumping from a pogo stick...at what point do you stop making rules. So add some extra damage. Personally I would add some damage based on how cool the player made the effect sound, and the height involved would add 1.."players body" damage. In terms of damage, treat it as falling onto a soft surface, and give extra armor equal to the targets body. |
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#29
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,647 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 ![]() |
I don't think it's sensible to just add X DV to the attack. You still need to hit right. Thus: Extra dice as in charge.
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#30
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Target ![]() Group: Members Posts: 32 Joined: 31-July 12 Member No.: 53,098 ![]() |
Really happy with your approach too. Which ever the GM likes.
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#31
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 681 Joined: 23-March 10 From: Japan Member No.: 18,343 ![]() |
Personally, I wouldn't give any damage bonus. Bonus dice to the knockdown maneuver, yes. That's an easy enough change on the house rule. You could also simply move the +1 per 2m to the attack test if you'd rather. That's the nice thing about house rules, they are easy to change. -D |
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Lo-Fi Version | Time is now: 20th May 2025 - 04:52 PM |
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