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#1
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Target ![]() Group: Members Posts: 2 Joined: 14-June 04 From: Trondheim, Norway Member No.: 6,402 ![]() |
Greetings.
I am new to this forum and have just started playing shadowrun after a 8-9 year long break :) One questions popped up during our last session and that was modifiers to movement while injured. It stands to reason that a person who is seriously injured can't run at full speed, but I haven't found any rules about it in 3rd ed. So I am wondering if any of you can point me in the right direction if there are any official rules concerning this or let me know their houserules on this issue. Hendrix |
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#2
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,049 Joined: 24-March 03 Member No.: 4,323 ![]() |
My understanding is that the only effect injury modifiers have on movement speed is that it becomes more difficult to increase your running speed with athletics.
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#3
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Moving Target ![]() ![]() Group: Members Posts: 403 Joined: 27-August 02 From: Scotland Member No.: 3,175 ![]() |
Yep, that's the only difference they make. As long as you're not into your overflow of course - then the problems start mounting up.
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#4
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Target ![]() Group: Members Posts: 43 Joined: 5-November 03 From: Melbourne Sprawl, OZ Member No.: 5,793 ![]() |
This always struck me as odd too ...
Houserule: Subtract damage penalties from quickness when calculating movement speeds. If it brings Quickness to zero, the victim is usually immobile (so a serious wound usually brings a normal person to a standstill). I'd allow a Willpower roll at this stage to drag themselves along by their arms or teeth :) As an aside, i usually halve movement values through 'difficult terrain'. |
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#5
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Target ![]() Group: Members Posts: 2 Joined: 14-June 04 From: Trondheim, Norway Member No.: 6,402 ![]() |
Thanks for the replies on this matter.
It is good to see that my eyes are not failing me in not finding an official rule covering this. 20thCenturyFox: Your houserule is one of the rules me and my players have been debating. The only problem we found with it was that it favored agile characters over tough ones. (I mean if your guts are hanging out, its your willpower/body that keeps your running, not how quick you originally were) Then again a tough one is harder to injure. It is the best we have yet though. And also very easy to keep track off. |
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Lo-Fi Version | Time is now: 11th September 2025 - 03:38 PM |
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