IPB

Welcome Guest ( Log In | Register )

2 Pages V  < 1 2  
Reply to this topicStart new topic
> Shock Gloves
Luke Hardison
post Aug 23 2004, 04:05 AM
Post #26


Moving Target
**

Group: Members
Posts: 334
Joined: 17-November 03
From: Texas
Member No.: 5,828



Here's a question:

Why do people assume that Unarmed Combat (or MA skills from CC) represent using both hands, but then turn around and assume that Clubs, Edged Weapons, Pole Arms / Staffs, and Whips, all assume that your second hand is hanging limp next to your body?

Answer: Because the writers abandoned consistency. That's the way it was written, unfortunately. If you want melee combat to make ANY sense whatsoever, either ditch the Offhand weapons and Ambidexterity for melee, or allow the same bonuses for Offhand Kung Fu etc. and Ambidex for Unarmed styles. The whole melee system should be erratta'd one of those ways, to be totally honest; consistency within the same combat system is teh win.

In my games, if you're using a one handed weapon, you can choose, as winner of a round of combat, to use the weapon OR your empty hand on this attack. You can choose to grab a reasonably large weapon with both hands before starting the round, or anytime as a free action, and get the canon +1 power instead. IF you're using two weapons, you can choose with which weapon you strike once you've won the combat. In both choice situations, you get -1 power to your attack when using the non-dominant hand. Ambidex is still pretty popular for pistols and SMG's, plus the 6- and 8- point flaws eliminate the -1 power disadvantage on the offhand weapon. That whole system, IMO, is less bulky and more flexible, with minimal impact on the abstract system; I describe the attacks after the combat is over, and if they're using two weapons the wielder gets to choose one aspect of the description.
Go to the top of the page
 
+Quote Post
Cain
post Aug 23 2004, 05:41 AM
Post #27


Grand Master of Run-Fu
*********

Group: Dumpshocked
Posts: 6,840
Joined: 26-February 02
From: Tir Tairngire
Member No.: 178



QUOTE
Why do people assume that Unarmed Combat (or MA skills from CC) represent using both hands, but then turn around and assume that Clubs, Edged Weapons, Pole Arms / Staffs, and Whips, all assume that your second hand is hanging limp next to your body?

We don't. At least, I don't. I assume you're still kicking, trying slap-parries as appropriate, and in the case of polearms, keeping your weapon under control. I presume you're still guarding with your free arm, and occasionally snapping a shot or two in.

BTW: Technically, shock gloves cannot be used with Killing Hands, since it gives you a specific replacement damage code instead of an additional one. Shock Gloves do (str-1)M Stun, regardless of other factors. It'd be like saying you can use your titanium bone lacing bonus with clubs. There are specific things that add directly to your power in unarmed combat, like Chronic Osteopicus{sp?}.
Go to the top of the page
 
+Quote Post
Kayne
post Aug 23 2004, 08:16 AM
Post #28


Target
*

Group: Members
Posts: 50
Joined: 5-August 04
Member No.: 6,541



QUOTE
Technically, shock gloves cannot be used with Killing Hands, since it gives you a specific replacement damage code instead of an additional one. Shock Gloves do (str-1)M Stun, regardless of other factors.

As does the description for bone lacing, and yet people allow the killing hands to stack with that as well, not to mention hardliner gloves.

QUOTE
It'd be like saying you can use your titanium bone lacing bonus with clubs.

...um, no it isn't.
Go to the top of the page
 
+Quote Post
BitBasher
post Aug 23 2004, 03:31 PM
Post #29


Traumatizing players since 1992
******

Group: Dumpshocked
Posts: 3,282
Joined: 26-February 02
From: Las Vegas, NV
Member No.: 220



QUOTE
As does the description for bone lacing, and yet people allow the killing hands to stack with that as well, not to mention hardliner gloves.
Not all people, cause I don't.
Go to the top of the page
 
+Quote Post
hobgoblin
post Aug 23 2004, 06:02 PM
Post #30


panda!
**********

Group: Members
Posts: 10,331
Joined: 8-March 02
From: north of central europe
Member No.: 2,242



hmm, polearms & staffs often require the use of both hands to control the weapon. atleast that unless you put half the weapon under you armpit in a effort to control it that way and well that limits its usefullness greatly...

as for stacking hardliner or bone laceing with killing hands, not in my game. killing hands require the use of magical energys to produce the effect so therefor it will override any mundane tools (or atleast thats my take on it). i have allways envisioned it as wraping the fist in invisible magical energys that discharge into the target on strike...

but i would stack the shock effect on top of killing hands as thats not an effect of the punch itself but part of the glove (it has a seperate damage code after all).

hell, i may even allow someone to turn of the shock effect if they want to and only apply the punch effect as most likely its just a matter of flipping a switch so that the capitators are not connected to the contact surfaces...
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Aug 23 2004, 06:27 PM
Post #31


Shooting Target
****

Group: Members
Posts: 1,754
Joined: 9-July 04
From: Modesto, CA
Member No.: 6,465



QUOTE (Luke Hardison)
The whole melee system should be erratta'd one of those ways, to be totally honest; consistency within the same combat system is teh win.

I dunno, I like the fact the melee combat isn't so complex considering how out-of-hand any combat system can get. In many areas of SR the lack of detail is apparently designed into the system to make it quickly resolved with less-dicey roles and rules.

Not that it doesn't make things confusing to players as why they can not use 2 katana's and get 2 melee attacks, but I try and consistently re-enforce that combat (as well as many other areas) are purposefully abstracted and then use descriptive dialog to explain the results of the actions.
Go to the top of the page
 
+Quote Post
Edward
post Aug 23 2004, 08:35 PM
Post #32


Neophyte Runner
*****

Group: Members
Posts: 2,073
Joined: 23-August 04
Member No.: 6,587



Why would you want to use killing hands. Your better of having your opponent on 10 boxes stun than 5 each of stun and physical. I never mix damage types if I can avoid it.

Edward
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 23 2004, 09:20 PM
Post #33


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



You're significantly better off having an opponent who has three boxes each of physical and stun than six boxes of either.

Not counting Adepts with Pain Resistance, that is.

~J
Go to the top of the page
 
+Quote Post
Modesitt
post Aug 23 2004, 11:14 PM
Post #34


Moving Target
**

Group: Members
Posts: 316
Joined: 18-July 03
Member No.: 4,963



Edward, re-read the Killing Hands description. You can also opt to do Stun damage. So if you have Serious Killing Hands and wear Stun Gloves(Assuming your GM ok'd it of course. Something of a coin-toss in my experience), you would be doing (strength-1)S Stun+7S stun.
Go to the top of the page
 
+Quote Post
Jason Farlander
post Aug 23 2004, 11:36 PM
Post #35


Running Target
***

Group: Members
Posts: 1,049
Joined: 24-March 03
Member No.: 4,323



QUOTE (Modesitt)
Edward, re-read the Killing Hands description.  You can also opt to do Stun damage.  So if you have Serious Killing Hands and wear Stun Gloves(Assuming your GM ok'd it of course.  Something of a coin-toss in my experience), you would be doing (strength-1)S Stun+7S stun.

Modesitt: reread the Killing Hands description. It says you can opt to do normal stun damage, or physical damage as purchased. You do not get to do stun damage as purchased.

Edward: the reason it is useful to do both physical damage and stun damage simultaneously is that, in all cases prior to unconsciousness, the TN penalties for boxes of damage divided between both damage tracks will be equal to or greater than the TN penalties for boxes of damage applied to a single track.

6 boxes of stun = +3 TN mod
1 box of stun & 5 boxes of phys = +3 TN mod
3 boxes of stun & 3 boxes of phys = +4 TN mod

...unless, of course, your opponent has pain resistance and/or damage compensators.
Go to the top of the page
 
+Quote Post
Modesitt
post Aug 24 2004, 12:12 AM
Post #36


Moving Target
**

Group: Members
Posts: 316
Joined: 18-July 03
Member No.: 4,963



QUOTE
Modesitt: reread the Killing Hands description. It says you can opt to do normal stun damage, or physical damage as purchased. You do not get to do stun damage as purchased.


If you're arguing you have to explicitly buy just Stun Killing Hands seperately from Physical Killing Hands, you are reading way too much into the comma and the word 'or' and I have nothing further to say to you.

If your argument is that doing stun damage with Killing Hands can only be done if it isn't modified at all, the Killing Hands damage in the KH/SG combo is normal KH damage. Only the SG part is shocking. Do you not allow killing hands to do stun damage against those wearing armor because the attack is being modified? Do you not allow someone to punch through a window and hit someone because that modifies the damage?
Go to the top of the page
 
+Quote Post
Jason Farlander
post Aug 24 2004, 02:46 AM
Post #37


Running Target
***

Group: Members
Posts: 1,049
Joined: 24-March 03
Member No.: 4,323



I am not arguing that you have to purchase the nonexistant "Stun Killing Hands" in that, well, the power doesnt exist. Theres a reason the power is called "Killing hands" - it does lethal damage. You can choose to not use the power, in which case you do Str(M) damage... as is NORMAL.

I'm not "reading too much into the 'or'". The description is fairly explicit in presenting your unarmed combat options. You can a) do lethal damage as purchased or b) do NORMAL stun damage. Unfortunately, since the majority of the denizens of the SR world do not have the killing hands power, I don't find it reasonable to say that doing (STR)S Stun damage with a punch is "normal."

By all means, if you can provide a canon example to back up your claim that you can augment the amount of stun damage you do with a punch using killing hands, please quote it here.

Now, if you utilize a *house rule* such that you can opt to to either physical or stun damage at the level of killing hands purchased, thats fine. But posting that house rule here is not really appropriate to this thread.

In any case, I dont have a problem with the use of Killing Hands and Shock Gloves. The power costs so much anyway that I rarely encounter players who choose to equip their adepts with it. It is a trivial matter to kill an unconscious being anyway, so the power itself really isnt worth the cost, IMO.
Go to the top of the page
 
+Quote Post
Jason Farlander
post Aug 24 2004, 02:53 AM
Post #38


Running Target
***

Group: Members
Posts: 1,049
Joined: 24-March 03
Member No.: 4,323



You know what, screw it... I'll post the entire power here because the very first sentence clearly shows that I am correct:

Page 170, SR3

QUOTE
Normal unarmed attacks do (Strength) M Stun Damage.  This power uses magic to turn unarmed attacks into lethal, physical damage.  When using Unarmed Combat and Killing Hands you may do normal stun damage, or physical damage as purchased.  The use of Killing Hands must be declared with the Unarmed Combat attack.  The cost for each level of damage is given on the Killing Hands Cost Table.


Or, well, I wont bother post the rest, since it only concerns astral combat, which isnt being discussed here. As you can see, the power defines what "normal" is in regards to unarmed combat, and goes on to say that you can choose to do "normal" damage or "physical damage as purchased." I *really* dont see how you can construe anything in the description as supporting the claim that with Deadly Killing Hands can be used to inflict Deadly Stun.
Go to the top of the page
 
+Quote Post
Kayne
post Aug 24 2004, 03:32 AM
Post #39


Target
*

Group: Members
Posts: 50
Joined: 5-August 04
Member No.: 6,541



I guess it really depends on how you define "normal stun damage". As opposed to "normal" meaning "the normal M Stun damage" they might take it to mean "stun damage, as normal, at the level of damage of the purchased Killing Hands power".
Go to the top of the page
 
+Quote Post
hobgoblin
post Aug 24 2004, 03:52 AM
Post #40


panda!
**********

Group: Members
Posts: 10,331
Joined: 8-March 02
From: north of central europe
Member No.: 2,242



personaly i have allways read it as either you do normal (ie no effect what so ever from your killing hands power, basicly not useing the power) or you do killing hands damage.

as for the combo of killing hands and shock gloves. dont forget that any shock weapon gives a daze effect so it can be very effective :)'

yet again the discusson of the effect of killing hands reminds me of the difficulty of writeing a description that can only be read one way, as told in a book i ones bought about magic the gathering (go fig)...
Go to the top of the page
 
+Quote Post
Jason Farlander
post Aug 24 2004, 04:02 AM
Post #41


Running Target
***

Group: Members
Posts: 1,049
Joined: 24-March 03
Member No.: 4,323



QUOTE (Kayne @ Aug 23 2004, 10:32 PM)
I guess it really depends on how you define "normal stun damage".

The description of the power defines that in the VERY FIRST SENTENCE.

edit: Sorry... its just this is really bugging me for some reason. I just dont see how anyone can read the description of the power and come to the conclusion that it in any way modifies how much stun damage you deal in unarmed combat. I'm not going to post further... I have said all I have to say on the matter.

This post has been edited by Jason Farlander: Aug 24 2004, 04:04 AM
Go to the top of the page
 
+Quote Post
Kanada Ten
post Aug 24 2004, 04:09 AM
Post #42


Beetle Eater
********

Group: Dumpshocked
Posts: 4,797
Joined: 3-June 02
From: Oblivion City
Member No.: 2,826



It uses the term normal stun to mean whatever damage the character would do if they did not have Killing Hands. Which means: Killing Hands doesn't stack with any other damage modifiers. No shock gloves, no brass knuckles, no bone lacing. Killing Hands does STR (purchased level) physical, only.
Go to the top of the page
 
+Quote Post
Smiley
post Aug 24 2004, 05:04 PM
Post #43


Running Target
***

Group: Members
Posts: 1,102
Joined: 23-March 04
From: The Grizzly Grunion, in a VIP room.
Member No.: 6,191



QUOTE (Quix)
(STR-1) {killing hands damage code}+7S Stun

Does that look about right?

I wouldn't give the killing hands damage a -1, personally, but it depends on your definition of exactly what killing hands is. If you're using your aura to damage someone, then it would do normal damage because your aura extends out past your clothes, or else magic wouldn't work on you. If your hands are harder than normal, then yes, give it -1.
Go to the top of the page
 
+Quote Post
hobgoblin
post Aug 24 2004, 11:18 PM
Post #44


panda!
**********

Group: Members
Posts: 10,331
Joined: 8-March 02
From: north of central europe
Member No.: 2,242



if hands where harder then normal i would have given it a +1 not a -1, remeber that impact armor is padding so the power of a impact is directly linked to how hard the surface you get hit by is...
Go to the top of the page
 
+Quote Post
Smiley
post Aug 25 2004, 03:23 AM
Post #45


Running Target
***

Group: Members
Posts: 1,102
Joined: 23-March 04
From: The Grizzly Grunion, in a VIP room.
Member No.: 6,191



True, but the shock glove descriptions expressly say that you give -1 to the power of your unarmed attack.
Go to the top of the page
 
+Quote Post

2 Pages V  < 1 2
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 18th November 2025 - 05:42 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.