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> Melee and lots of init passes...bad?
Mr. Woodchuck
post Apr 30 2004, 09:07 PM
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We are all aware that you can disengage melee combat on your turn with no penalties or checks or other silliness. You can simply disengage and shoot if your character is not up to a melee brawl. Also there are a couple of maneuvers that favor the first attacker such as herding and zoning. There are also maneuvers that will allow you to expend less combat pool due to less penalties close combat, full offence\defence, or whirling. There is also the element of suprise which will go to the first attacker only and cut down on the defenders available combat pool. All else aside in an even fight initiative alone will not give you any bonus.Then again neither will your charisma score no mater how high. You do not need to make up cheesy rules to succeed, simply fight smarter.
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Person 404
post Apr 30 2004, 09:27 PM
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Try looking at it from the other angle, as Lime hinted at; instead of adding a cheesy bonus to high-intiative characters, the idea is to remove the current cheesy bonus to the melee defender: that they never get less effective, no matter how much faster they're forced to react, and they effectively gain extra actions because other people move faster.
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Kagetenshi
post Apr 30 2004, 09:54 PM
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Shift the point at which the defender does damage. Make one net success for the defender be nothing either way, two successes be base damage vs. the attacker, three successes be base plus one stage, etc.

Defender still too powerful? Shift it again.

~J
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A Clockwork Lime
post Apr 30 2004, 10:29 PM
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It's easier to only allow a single Counterstrike per normal Phase you have available to act. All other times, they're stuck defending themselves, holding off damage instead of dishing it out.

I can see the development of a martial arts maneuver or adept power that allows more counterstrike actions, but it shouldn't be there by default.
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Nikoli
post Apr 30 2004, 10:56 PM
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I didn't mean to say Combat pool is rarely used, I'm saying that phys ad would be able to save their combat pool for bullet-dodging or pounding the attackers face in when it became their turn.
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Cain
post May 1 2004, 12:24 AM
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I've run the numbers on multiple threads before, and the net advantage goes to the faster character, at roughly a 60/40 split, given equal skill.

Look, you guys are thinking about "counterattcking" the wrong way. If you come charging in at high speed, and miss, what's going to happen to you? If you just miss, you're going to keep going, and likely trip over the guy; congratulations, you just gave yourself roadrash/punched a brick wall full-force/ran into his fist.

I don't have to move in order to hurt the other guy-- he can do that to himself.
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A Clockwork Lime
post May 1 2004, 12:26 AM
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So now you're trying to say its a psychic power that causes the defender to simple step out of the way (a reaction), thus causing the attacker to trip and hurt themselves without the defender having to do anything. Doing, remarkably, the exact amount of damage their weapon does. Oy.

The simple fact is that melee combat, as the rules currently stand, give opponents the exact same Reaction boosts you have, even though you may very well be operating at superhuman levels (ie, anything about +1D6). I don't care how good you are, being attacked by four superaugmented opponents is not going to increase your reaction time... and if you're counterattacking, you are reacting.

This post has been edited by A Clockwork Lime: May 1 2004, 12:43 AM
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Kakkaraun
post May 1 2004, 12:37 AM
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QUOTE (A Clockwork Lime)
So now you're trying to say its a psychic power that causes the attacker to trip and hurt themselves without the defender having to do anything. Oy.

I keep on telling you, Straw Man is supposed to be SUBTLE. Otherwise it doesn't work!
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BitBasher
post May 1 2004, 01:04 AM
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If you're competent, the act of stopping an attack can harm your opponing. Just blocking can hurt someone quite badly. I never even have to leave my defensive zone to do it.
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Dashifen
post May 1 2004, 01:12 AM
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QUOTE (I Eat Time @ Apr 30 2004, 04:00 PM)
Ok, for the purposes of this argument, I'm going to restate the problem in a different context, to more illustrate what I see as the real point.

Two Melee fighters, we'll call them Physads just so they have a very viable excuse for being in melee, have equal skill, equal combat pool, and begin the first initiative roll for this combat in Melee Combat.

PA 1 rolls and gets an initiative of 38
PA 2 rolls and gets an 8. Don't ask questions, I've seen crappier luck.

Now, over the course of this combat, both players make 5 total melee attack rolls. On a completely random analysis, PA 1 only has a moderately slight advantage over PA 2, and that's only the case where there are ties. Despite being almost 5 times as fast, PA 1's only advantage is the same advantage he/she would get if their initiative score was 9, which is that ties go to the attacker.

Factor in the chance that first melee, PA 2 does damage to PA 1 and all bets are off, it's an even or even more skewed playing field, slanted against PA 1.

I'd have to say, though, that the simple benefit of winning ties will help PA 1. He can make 4 attacks and will only have to defend once. That means that 4 out of the 5 opposed rolls in this turn, he'll have a better chance of hurting than being hurt. And, he gets to go first, due to the high initiative. If he can deal damage in that phase then he has a distinct advantage over the other guy.

Edit: Yeah, what Cain said :)

This post has been edited by Dashifen: May 1 2004, 01:12 AM
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Arethusa
post May 1 2004, 03:01 AM
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QUOTE (BitBasher)
If you're competent, the act of stopping an attack can harm your opponing. Just blocking can hurt someone quite badly. I never even have to leave my defensive zone to do it.

You've missed Lime's point. Even if the defender wins on his 4,000,000th melee test this combat round, he will force his opponent to resist the same damage he would do if her were the attacker. You can't claim abstraction in this one. It's pretty clear what the rules represent.
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BitBasher
post May 1 2004, 04:04 AM
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I didn't even mention abstraction, and at the extreme pretty much everything seems to break down. While not at the extreme I don't see a problem with the system at all.

on that 4,000,000th attempt that round he's not forcing the attacker to do anything, he can not attack and pursue other venues of survivial. That's darwin in motion if he keeps swinging and losing.

If really fast but unskilled people beat them selves unconscious against a more skilled opponent that just makes them morons. It's pretty easily avoided. If you're getting your ass kicked stop swinging. If you're that much faster you are going to have a lot more options than the slower person.
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TinkerGnome
post May 1 2004, 04:06 AM
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The rules aren't quite realistic, but they seem to work fine from a balance point of view. The fast character can take advantage of a lot of options that the slow character can't (positioning, etc). In a melee engagement, the advantage goes to the first character to deal a damaging blow to his opponent. The faster character acts first and thus can dictate the circumstances of the initial engagement giving him a stronger chance to deal the first damage.

I feel that giving the defender a limited number of counters is the wrong way to go if only because of the way damage is staged in hand to hand. Would you like to have that dikoted katana swinging at you with +4 power because of the successes you couldn't roll against?

If I were to change the rules, as I've said before, I'd simply remove the "if the defender has more successes" portion of the exchange and let only the attacker deal damage with each combat pass. Since it's rare that the defender is going to win these engagements, it really doesn't do much against the defender (again, if you're not built for melee, why the hell are you doing it? Unless you have surprise, that is, and dump mucho CP into the attack) and lessens the effective number of attacks the slow character gets.
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I Eat Time
post May 1 2004, 04:15 AM
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QUOTE (Dashifen)
I'd have to say, though, that the simple benefit of winning ties will help PA 1. He can make 4 attacks and will only have to defend once. That means that 4 out of the 5 opposed rolls in this turn, he'll have a better chance of hurting than being hurt. And, he gets to go first, due to the high initiative. If he can deal damage in that phase then he has a distinct advantage over the other guy.

Edit: Yeah, what Cain said :)

Agreed, the tie-goes-to-attacker rule does slant things slightly towards the attacker, I'm just saying in an extreme situation like a difference of 30 in Init score, that doesn't cut it as the only advantage.

Example: With equal skills and (presumed) equal TNs (this, as before, could be debated), both targets have an equal chance of getting more successes than the other. The special case of a tie is actually pretty rare, not TOO rare, but too rare for me to slam the gavel down and shout BALANCED.

I still like my idea of providing reach-like modifiers for great differences in Initiative. I'd like some feedback on it too, if no one would mind reading it over. (This thread, I believe 2nd or 3rd page.)
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I Eat Time
post May 1 2004, 04:17 AM
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QUOTE (TinkerGnome)
If I were to change the rules, as I've said before, I'd simply remove the "if the defender has more successes" portion of the exchange and let only the attacker deal damage with each combat pass. Since it's rare that the defender is going to win these engagements, it really doesn't do much against the defender (again, if you're not built for melee, why the hell are you doing it? Unless you have surprise, that is, and dump mucho CP into the attack) and lessens the effective number of attacks the slow character gets.

The consequence (if there even is one) of this new ruling is that no defender will ever do anything besides Full Defense, which disregards the 'ties go to the attacker' rule. Balanced in the sense that now, the defender can do no damage, this has the unfortunate side effect of making it a little to A LOT harder to attack someone in melee if they'll always go full defense.
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TinkerGnome
post May 1 2004, 04:31 AM
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There are reasons not to go full defense even with that type of ruling. If, for instance, you intend to attack back during your next phase, you can't go full defense. The shift in probabilities is pretty small since the defender does have to use and succeed with combat pool dice in order to actually avoid the attack completely (actually, it doesn't say that the attacker doesn't win a tie. It makes no statements at all about ties under the full defense section)
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I Eat Time
post May 1 2004, 04:36 AM
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Ack, you're right. I thought on Full Defense, if you tied, because the Defender is actively Defending, you missed. Meet or beat successes was going through my head. Guess I was wrong last game, Smiley. Next time I'll just sit in a corner and cry.
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Cain
post May 1 2004, 06:17 AM
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QUOTE
So now you're trying to say its a psychic power that causes the attacker to trip and hurt themselves without the defender having to do anything. Oy.

Nope. I'm saying that when you win a melee test, that doesn't mean you had to hit the other guy, or do much of anything different.

Look, think of it this way. We're all familiar with the basic outside block, yes? From your combat position, your hand drifts into your centerline, shoots outward and upward, to a point just above the other guy's shoulderline. This is a basic block, part of every martial art I'm aware of; in every art that I can think of, it's uses include defending against a cross or a hook, catching the punch on the opponent's forearm.

Well, let's say you modify it slightly. Since you have to lead with your elbow anyways, instead of making contact with your forearm, you make contact with your elbow. Now, the other guy has slammed his soft forearm into your hard elbow, at the same force that he was trying to hit you with. Now, since you haven't finished the move yet, your hand continues to the proper stopping point-- but now, because your arm is in a slightly different position, your hand's natural stopping point will be just next to the other guy's chin. Since he's still moving-- his arm will stop before his torso does, according to basic physics-- he collides with your fist. You've got his momentum going, plus the momentum you needed to stop his punch; so he ends up getting hit with more force than either of you imparted individually.

The other guy is hurt, hurt worse than if you had punched him normally. And all you did was the basic outward block, at the same basic speed. (For the record, this is only the beginning-- in that basic sequence of block/punch, I can personally see about eight hits. The people who taught me to think like this can see twenty-five or more apiece.) Moral of the story: sometimes you can do a lot more damage on defense than offense.

QUOTE
There are reasons not to go full defense even with that type of ruling. If, for instance, you intend to attack back during your next phase, you can't go full defense.

I don't have my rulebook handy, but I think you're getting Full Defense and Evasion mixed up.
QUOTE
Example: With equal skills and (presumed) equal TNs (this, as before, could be debated), both targets have an equal chance of getting more successes than the other. The special case of a tie is actually pretty rare, not TOO rare, but too rare for me to slam the gavel down and shout BALANCED.

YMMV, of course; my math indicated about a 60/40 split in favor of the attacker, which I felt was just about right. Ties are actually the most common result.
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A Clockwork Lime
post May 1 2004, 06:41 AM
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QUOTE
Nope. I'm saying that when you win a melee test, that doesn't mean you had to hit the other guy, or do much of anything different.

Actually, yes, it does. The damage you inflict when you win is caused directly by the weapon you're weidling. You either bitchslapped the bajeevus out of the opponent, or whacked 'em with your weapon. There is no side-stepping or otherwise causing the opponent to hit himself. *You* hit *him* with *your* weapon in exactly the same way you would if you were the one initiating the attack (all the same modifiers apply, Reach is based upon your weapon, and the damage code is based on your weapon).
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Cain
post May 1 2004, 07:46 AM
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QUOTE
Actually, yes, it does. The damage you inflict when you win is caused directly by the weapon you're weidling.

Which means what, precicely?

Did I kick him in the knee, or did I punch him in the face? In reality, those don't do the same amount of damage. Apparently, I should do less damage if I poked him with my pinky than if I spinning-cresent-kicked him in the head. Or does it really not matter-- the guy takes X damage, regardless of rather or not I punched or kicked or bit or poked. Shouldn't I do more damage if I hit with an elbow than if I hit with a ridgehand? Won't a knee to the groin hurt more than a punch to the ribs?

So, I won an unarmed combat test. Does that mean I hit the guy with a punch? A kick? Does it matter? But how can that be, since a kick doesn't do the same damage as a punch? Could a trip really cause a 4 M Stun? Should a punch do that? And if a punch does, shouldn't a kick do something like a 5 M stun?

Shadowrun is an abstract system, with abstract damage. When an attacker gets hurt, it could be a lot of different things that damaged him; it really doesn't matter.

If you want to take it into reality, each and every technique used should have its own individual damage code. I personally don't want to take it that far, so I just abstract attacker error in with the normal damage. It fits, and it doesn't require differential calculus to run a game.
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TinkerGnome
post May 1 2004, 02:40 PM
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QUOTE (Cain @ May 1 2004, 02:17 AM)
QUOTE
There are reasons not to go full defense even with that type of ruling. If, for instance, you intend to attack back during your next phase, you can't go full defense.

I don't have my rulebook handy, but I think you're getting Full Defense and Evasion mixed up.

Yeah, I did. However, the only advantage to full defense is that it lets you spend more CP than your skill to evade the attack, so it's still not unbalancing in any way shape or form. If someone was going to be able to hit you back, they'd see no net benefit from the effort anyway (since they'd have a high skill).
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A Clockwork Lime
post May 1 2004, 04:52 PM
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Woohoo! That dikote treatment you applied to your katana just increased the amount of damage your attacker did when you stepped out of the way and he tripped and bumped his head on a rock.

Is there anything Dikote can't do?
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BitBasher
post May 1 2004, 06:14 PM
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ACL please reread your own "grasping at straws" argument above and apply it to yourself, thanks.
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A Clockwork Lime
post May 1 2004, 06:28 PM
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Why? You guys are the ones claiming that a counterattack -- despite the fact that it's called a counterattack -- includes things like this:

QUOTE (Cain)
Look, you guys are thinking about "counterattcking" the wrong way. If you come charging in at high speed, and miss, what's going to happen to you? If you just miss, you're going to keep going, and likely trip over the guy; congratulations, you just gave yourself roadrash/punched a brick wall full-force/ran into his fist.

So yes, miraculously, if you "charge" an opponent at high speed and "miss" you're "going to keep going," "trip over" your opponent and "punch a brick wall" that, in some bizarre reality that you two are living in, get hurt by exactly the same amount of damage you would have if your opponent had hit you with his sword. Moreso if it were a dikoted sword, even though you damaged yourself by "punch[ing] a brick wall" instead. Complete with any reach and weapon focuses it might have, too.

Sorry, but you guys are the ones grasping at straws, trying desperately to rationalize something away because you don't like how it works any better than anyone else does.
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Herald of Verjig...
post May 1 2004, 06:34 PM
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The defender could slightly shift the sword while sidestepping so that the attacker passes right through some of the blade. All with minimal defender action and the defender staying in a defensive position in regard to other opponents.

It's not hard to explain after the event how the damage occured. That's what the SR combat system does well, it lets the GM decide just how the damage occured.
It is hideous to try to explain beforehand how the damage will be done. There are house-rules to change that so it is easy to explain how the damage occurs, you just have to roll on a few extra charts.
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