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Johnson
post Oct 28 2004, 12:24 PM
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I have some interesting questions.

First -- Stun Batons
I strike an opponent with a Stun baton. I yield 2 successes more than my opponent. Damage of stun baton is 8S does the stun damage stage up to 8D

Second -- Shock Gloves
I strike an opponent with a Shock Gloves. I yield 2 successes more than my opponent. Damage of shock glove is 8S does the stun damage stage up to 8D as above.(the later would not be pertinent if successes doesn't changes shock damage)
As your physical damage also would increase (str)M stun to (str)S stun

Third -- Stun batons and Trolls
To determine TN for a Human and Troll. Human get +1 Reach(Stun Baton), Troll gets +2 Reach (Stun Baton and Nat. Reach).

Point 1 ( I believe is correct )
In saying that the Troll would either make the TN greater by +1 for human, or -1 TN for himself.

Point 2 ( This is harder game Machanics )

Human decides on either making his TN -1 or the Trolls +1. Either easier for him to hit the Troll or harder for the troll to hit him.

Troll decides on either making his TN -2 or the humans +2. Either easier for him to hit the human or harder for the human to hit him.

Point 1
This is going to be a harder longer combat as the TN are higher giving the skilled combatant the upper hand. As TN 4 or more is harder to generate on limited number D6

Point 2
All this does is make a finer line of choice, in which case the Troll is going to give the human a beating because of reach reach modifiers of 2. ( Yea I know Pole arms add a Extra reach. That would make combat totally favour Troll)

Summary.
Would it not be better to use this formula. Troll reach +2 less the Human Reach +1 giving the Troll the favour of +1 Reach and TN. This make a fair way of combat.
(To be corrected this is how the rule book explains it)
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Stumps
post Oct 28 2004, 12:37 PM
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QUOTE
Would it not be better to use this formula. Troll reach +2 less the Human Reach +1 giving the Troll the favour of +1 Reach and TN. This make a fair way of combat.

Better? *shrug* I guess that depends on you and your groups prefferences.

However, the concept in the book is an issue of perspective.
A character may not always be trying to "beat" their opponent.
There are times they may wish to run, or they may wish to not hurt their opponent but rather sub-due them instead.
This is where the option to make it harder for them to hit you is nice rather than the option to make it easier for you to hit them.

Also, if you are facing said Troll and he has an outstanding Body, you might wish to take more of an agressive approach and choose to make it easier to hit him.
If said Troll has a fantastic Strength or a nasty weapon while you are unarmed, you might like the idea of making it harder for him to hit you.
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Luke Hardison
post Oct 28 2004, 12:44 PM
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By canon, striking with a stun baton means your damage code is 8S Stun. So successes would modify that up or down, depending on the outcome.

Also by canon, the shock glove damage is (Str - 1) M Stun + 8S Stun. You can stage up the fist damage, but not the shock damage.

This, to me, is very odd. Therefore, in my games, they both work like the stun glove. The baton has a base damage code of (Str) M Stun just like a club, then + 8S Stun for the shock. Everyone has been happy with this so far ... they're still not widely popular except with the police.

I have no idea what you were trying to say with the rest of your post. Let me clarify. When figuring reach, the combatant with the greater reach gets to choose to either

1) add the difference in reaches to his opponent's target number (thus making himself harder to hit)

OR

2) subtract the difference in reaches from his own target number (making it easier for him to hit his opponent)

Either way, the person who controls reach for the combat has a huge advantage, especially when the difference is >1, like a troll with a combat axe.

Edit:

QUOTE (stumps)
However, the concept in the book is an issue of perspective.
A character may not always be trying to "beat" their opponent.
There are times they may wish to run, or they may wish to not hurt their opponent but rather sub-due them instead.
This is where the option to make it harder for them to hit you is nice rather than the option to make it easier for you to hit them.

Also, if you are facing said Troll and he has an outstanding Body, you might wish to take more of an agressive approach and choose to make it easier to hit him.
If said Troll has a fantastic Strength or a nasty weapon while you are unarmed, you might like the idea of making it harder for him to hit you. 
Johnson Posted on Oct 28 2004, 07:24 AM


Actually, either choice makes it both easier to avoid being hit AND easier to hit your opponent, because in SR they are the same thing. Either you make it easier for you to get more successes, therefore hoping to get more successes than your opponent, or you make it harder for your opponent to get successes, hoping that your opponent gets fewer successes than you. How can anyone say there's a difference between getting more successes than your opponent and your opponent getting fewer successes than you? :grinbig:

This post has been edited by Luke Hardison: Oct 28 2004, 12:47 PM
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Stumps
post Oct 28 2004, 12:49 PM
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perhaps the issue with the stun glove is one where the stun baton is the actual issue.
If the glove's stun doesn't stage and has a seperate rate for damage without stun, then perhaps the baton needs the same treatment of seperation to make a consistent concept that electroshock damage isn't really capable of being staged up because it has a volt setting. (unless you amp more volts out of it :D )

[edit]
QUOTE
Actually, either choice makes it both (1)easier to avoid being hit AND (2)easier to hit your opponent

QUOTE
Also, if you are facing said Troll and he has an outstanding Body, you might wish to take more of an agressive approach and choose to (2)make it easier to hit him.
If said Troll has a fantastic Strength or a nasty weapon while you are unarmed, you might like the idea of making it (1)harder for him to hit you.

We're saying the same thing.
[/edit]
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Johnson
post Oct 28 2004, 01:14 PM
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QUOTE (Luke Hardison)
This, to me, is very odd. Therefore, in my games, they both work like the stun glove. The baton has a base damage code of (Str) M Stun just like a club, then + 8S Stun for the shock. Everyone has been happy with this so far ... they're still not widely popular except with the police.

You have to remember that a Stun Baton is not a bludgening weapon. It discharges apon contact. Not by smacking the oponents head off. More of the subdueing aspect, not brusing. Stun has a secondary effect.
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Johnson
post Oct 28 2004, 01:19 PM
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QUOTE (Stumps)
perhaps the issue with the stun glove is one where the stun baton is the actual issue.
If the glove's stun doesn't stage and has a seperate rate for damage without stun, then perhaps the baton needs the same treatment of seperation to make a consistent concept that electroshock damage isn't really capable of being staged up because it has a volt setting. (unless you amp more volts out of it :D )

I agree you cannot stage damage stun damage as if you get shocked no matter where you are shocked its going to subdue.

Lets not go to the point to useing a cattle prodder on a humans neck as that can be fatal 60% plus of the time.


I see the point with reach. You use the difference to the advantage to the person with the higher reach.

In the case of Troll vs Human both using stun batons. The troll gets to choose where to use the + 1 bonus he gets.
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Kagetenshi
post Oct 28 2004, 02:46 PM
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QUOTE (Johnson)
Summary.
Would it not be better to use this formula. Troll reach +2 less the Human Reach +1 giving the Troll the favour of +1 Reach and TN. This make a fair way of combat.
(To be corrected this is how the rule book explains it)

Instance 1: You’re in melee, you have a whip and they’re using a knife. You’ve got Serious Physical and Moderate Stun, and you’re still at +1 from being pepper-sprayed by a wageslave. You’re looking at a TN of 10 while your opponent is looking for 4s. In this case, it’s much better to make him or her look for 6s instead of dropping your own TN to a “mere” 8.

Instance 2: You’re fighting a Piasma. It hasn’t had a chance to use its Strength and Quickness boosts yet, but if you let it live, it will. You’re both looking for 4s. It’s better to look for 2s and go for raw volume of successes to knock it out of the fight fast.

Oh, and you get a 4 or greater half the time on a single die. That's hardly hard to generate.

~J
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Austere Emancipa...
post Oct 28 2004, 02:54 PM
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QUOTE (Kagetenshi)
Instance 2: You’re fighting a Piasma. It hasn’t had a chance to use its Strength and Quickness boosts yet, but if you let it live, it will. You’re both looking for 4s. It’s better to look for 2s and go for raw volume of successes to knock it out of the fight fast.

Depends completely on the other modifiers in play and the amount of dice both are rolling. If there are no other modifiers except you have 2 net reach, it will be more profitable to raise the enemy's TN by 2 than to lower your own unless the enemy has less dice than you.

This post has been edited by Austere Emancipator: Oct 28 2004, 02:57 PM
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Johnson
post Oct 28 2004, 02:56 PM
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Your point is taken. But in the fact of Troll with stun baton and human with stun baton.
Troll has now +2 Reach, where as the Human has +1 reach.
Do both get to use thier reach modifiers, or the Troll just gets the +1 modifier and the Human +1 is negated by the Trolls other +1.
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Austere Emancipa...
post Oct 28 2004, 03:00 PM
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QUOTE (Luke Hardison @ Oct 28 2004, 02:44 PM)
Let me clarify. When figuring reach, the combatant with the greater reach gets to choose to either

1) add the difference in reaches to his opponent's target number (thus making himself harder to hit)

OR

2) subtract the difference in reaches from his own target number (making it easier for him to hit his opponent)
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Fortune
post Oct 28 2004, 03:01 PM
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As was already stated, the combatant with the net Reach advantage (in this case the Troll) would have the choice of how to distribute the Reach bonus (in this case that is a net Reach of 1).
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Ol' Scratch
post Oct 28 2004, 03:10 PM
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QUOTE (Luke Hardison @ Oct 28 2004, 06:44 AM)
Also by canon, the shock glove damage is (Str - 1) M Stun + 8S Stun.  You can stage up the fist damage, but not the shock damage.

That's actually a house rule. Nowhere in the rules does it say staging only occurs to one side of the damage inflicted. By canon (SR3 p. 124 and 275), staging occurs to both Damage Codes since there's no listed exceptions to the staging rules..

Oh, and it's +7S Stun, not +8S Stun. :)
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mmu1
post Oct 28 2004, 03:13 PM
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QUOTE (Fortune @ Oct 28 2004, 10:01 AM)
As was already stated, the combatant with the net Reach advantage (in this case the Troll) would have the choice of how to distribute the Reach bonus (in this case that is a net Reach of 1).

That's misleading... He can choose to distribute the reach as if there was only a net +1 bonus, but he doesn't have to. If the enemy decides to lower his TN by 1, and the troll doesn't then allocate any of his reach towards increasing his enemy's TN, you end up with a different set of probabilities than if just +1 worth of reach had been distributed.
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blakkie
post Oct 28 2004, 03:15 PM
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QUOTE (Doctor Funkenstein)
QUOTE (Luke Hardison @ Oct 28 2004, 06:44 AM)
Also by canon, the shock glove damage is (Str - 1) M Stun + 8S Stun.  You can stage up the fist damage, but not the shock damage.

That's actually a house rule. Nowhere in the rules does it say staging only occurs to one side of the damage inflicted. By canon (SR3 p. 124 and 275), staging occurs to both Damage Codes since there's no listed exceptions to the staging rules..

Oh, and it's +7S Stun, not +8S Stun. :)

There is the stated exception of staging chemical damage. Not sure exactly where the no-staging of the shock damage comes from, but it seems so common that I'd be surprised if there wasn't at least some basis for it. I can't point to a specific entry though.
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Johnson
post Oct 28 2004, 03:16 PM
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7S Normal Stun baton
8S for AZ 150

formalities, I am trying to get the understanding why stage stun damage up. A shock is a shock.
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Kagetenshi
post Oct 28 2004, 03:20 PM
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QUOTE (Austere Emancipator)
Depends completely on the other modifiers in play and the amount of dice both are rolling. If there are no other modifiers except you have 2 net reach, it will be more profitable to raise the enemy's TN by 2 than to lower your own unless the enemy has less dice than you.

Piasma have Reaction 4 for a maximum of 8 dice rolled.

~J
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Ol' Scratch
post Oct 28 2004, 03:20 PM
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But a direct shock to a vulnerable area like the back of the neck is more shocking than a near-miss to a less vulnerable spot like your little finger or a naturally resist/armored spot like a troll's dermal deposit. Feel free to try it with a cattle prod sometime if you don't believe me.
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Fortune
post Oct 28 2004, 03:20 PM
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QUOTE (mmu1)
QUOTE (Fortune @ Oct 28 2004, 10:01 AM)
As was already stated, the combatant with the net Reach advantage (in this case the Troll) would have the choice of how to distribute the Reach bonus (in this case that is a net Reach of 1).

That's misleading... He can choose to distribute the reach as if there was only a net +1 bonus, but he doesn't have to. If the enemy decides to lower his TN by 1, and the troll doesn't then allocate any of his reach towards increasing his enemy's TN, you end up with a different set of probabilities than if just +1 worth of reach had been distributed.

Except 'the enemy' does not have that choice. 'The enemy' does not have a net Reach bonus, so has absolutely no control over any part of the Reach assigment process. This is solely the right of the combatant with the higher net Reach, which in this case is the Troll.
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Austere Emancipa...
post Oct 28 2004, 03:21 PM
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QUOTE (mmu1)
He can choose to distribute the reach as if there was only a net +1 bonus, but he doesn't have to. If the enemy decides to lower his TN by 1, and the troll doesn't then allocate any of his reach towards increasing his enemy's TN, you end up with a different set of probabilities than if just +1 worth of reach had been distributed.

Wrong. Read Reach, SR3 @ p. 121.

[Edit]This time Fortune was faster by a minute. :([/Edit]

This post has been edited by Austere Emancipator: Oct 28 2004, 03:22 PM
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Nikoli
post Oct 28 2004, 03:22 PM
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I'd allow for called shots with a stun weapon, but no other stage up.
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Stumps
post Oct 28 2004, 03:25 PM
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(ignore at will)Bah! called shots are a broken concept anywhere.(/ignore at will)
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Ol' Scratch
post Oct 28 2004, 03:27 PM
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And to put it simply, if Stun Weapons were immune to staging, there'd be no way to knock someone out with one without sitting there zapping them repeatedly. With a Serious stun weapon, that means you'll do Deadly Stun Damage and two boxes of Physical Damage with two zaps. No changes allowed; you either resist it in full or you don't (staging works both ways afterall). No one will ever be stunned from a single hit, either. Ever. Not even a little girl with Body 1.

EDIT: Nope, called shots are only broken in abstract systems that already account for it in the standard mechanic. Shadowrun would be one such system.
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Nikoli
post Oct 28 2004, 03:37 PM
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But with a called shot to raise the damage level to Deadly, you'd have the TKO you desire
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Ol' Scratch
post Oct 28 2004, 03:38 PM
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Assuming you'd ever hit. Which your average person wouldn't. (Modified TN 8, Skill 3.) It's not that hard to hit a good spot even against a struggling opponent... especially since staging accounts for "called shots" (aiming for vulnerable spots) to begin with.
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Stumps
post Oct 28 2004, 03:49 PM
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QUOTE (Doctor Funkenstein)
EDIT: Nope, called shots are only broken in abstract systems that already account for it in the standard mechanic. Shadowrun would be one such system.

Erata: should have read, "called shots are a broken concept anywhere in SR."
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