Throwing weapons not designed for it and fall dmg, newbie gm needs clarification |
Throwing weapons not designed for it and fall dmg, newbie gm needs clarification |
Sep 10 2004, 11:54 PM
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#1
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Target Group: Members Posts: 12 Joined: 10-September 04 Member No.: 6,649 |
I checked the shadowrun website, but there doesn't seem to be any errata on this. The range table shows a +4 range modifier for swords and +3 for combat axes, but I find it hard to believe that something not designed for throwing would fly farther than something more aerodynamic. Is the modifier intended for the skill test? Where would clubs or improvised weapons like bottles and bodies fit into this? And are there any rules for falling damage in the books? |
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Sep 10 2004, 11:57 PM
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#2
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
That's +1 to +4 to the TN to hit, not to the range. As for falling damage, those rules are in SRComp (IIRC).
~J |
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Sep 10 2004, 10:48 PM
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#3
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Grand Master of Run-Fu Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
You're misreading the fine print. The range is divided by 3 and 4, not *plus* it. The font they used makes it a bit unclear, however.
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