IPB

Welcome Guest ( Log In | Register )

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
> We all agree the melee rules are broken, so what are we going to do about it?
DrJest
post Feb 14 2005, 04:48 PM
Post #1


Running Target
***

Group: Members
Posts: 1,133
Joined: 3-October 04
Member No.: 6,722



Now, a couple of people have had a crack at complete unarmed systems, but so far I don't think there's been a co-operative effort.

Okay, I realise that getting a final decision out of a group as diverse as Dumpshock could be troublesome, but I think it would be worth while.

The usual caveat applies - constructive criticisms of idea only, please :) if you want to flame, take it somewhere else.

I'll open the project by suggesting that advanced melee should be based off of manouevres, although not as strictly structured as the CC rules.
Go to the top of the page
 
+Quote Post
James McMurray
post Feb 14 2005, 04:59 PM
Post #2


Great Dragon
*********

Group: Members
Posts: 5,430
Joined: 10-January 05
From: Fort Worth, Texas
Member No.: 6,957



Advanced melee should include maneuvers that anyone can learn, rather than being restricted to certain styles. If you don't have a teacher to learn the maneuver from it should cost extra karma (x1.5?).

The base karma cost should depend on how powerful the maneuver is. Unless the system turns out to be incredibly balanced, there should be a seperate karma cost for all maneuvers.

Disarming should be made harder than "I got one net success, you don't have a weapon".
Go to the top of the page
 
+Quote Post
Nikoli
post Feb 14 2005, 05:12 PM
Post #3


Chicago Survivor
*********

Group: Dumpshocked
Posts: 5,079
Joined: 28-January 04
From: Canton, GA
Member No.: 6,033



Well, that's the inherent flaw to an abstract dice system like this.

That's one net success, where in a system that means that you did it as well with 1 success as 15 as written. Though in previous editions, they did make allowances for multiple successes in these types of situations.

1 success, you bat the weapon out of the oponents hand.
2 successes, as above but the weapon moves 1d6 meters in a normal grenade scatter pattern
3 successes, the weapon is moved 1d6 meters away from enemies
4 succeses, the weapon is moved 1d6 meters towards an ally
5 or more, if you want, you are holding the weapon, or an ally can make a Reaction (4) test to catch the weapon in a useable manner.
Go to the top of the page
 
+Quote Post
James McMurray
post Feb 14 2005, 05:23 PM
Post #4


Great Dragon
*********

Group: Members
Posts: 5,430
Joined: 10-January 05
From: Fort Worth, Texas
Member No.: 6,957



That's the way it works now, or close to it (more successes puts the weapon farther away). I just think it should take more than one net success total to disarm someone. Or there should be some penalty for disarming, such as TN +2 or something similar.
Go to the top of the page
 
+Quote Post
BitBasher
post Feb 14 2005, 05:41 PM
Post #5


Traumatizing players since 1992
******

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



I already did something about it. My group made our own melee combat system and we like it. It works great in play. It was posted here less than a month ago.
Go to the top of the page
 
+Quote Post
The Question Man
post Feb 14 2005, 05:50 PM
Post #6


Moving Target
**

Group: Members
Posts: 180
Joined: 26-February 02
Member No.: 1,722



Convert it to Use with Hero System and keep the setting.

Cheers

QM
Go to the top of the page
 
+Quote Post
Wounded Ronin
post Feb 14 2005, 05:55 PM
Post #7


Great Dragon
*********

Group: Members
Posts: 6,640
Joined: 6-June 04
Member No.: 6,383



Well one problem is that we all want different things from the melee system. The system that I wrote up was designed with realism in mind, as much realism as could be introduced without fundamentally changing game balance and character power levels.

But a lot of people here would probably approach it from the perspective of game balance or some other criteria first. And this would make us fundamentally disagree.

So, I think that a big group effort is doomed to failure.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Feb 14 2005, 05:58 PM
Post #8


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

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



No we don't. The advanced melee rules are about as sound as a security door made of toothpicks, but the basic melee system isn't bad at all.

~J
Go to the top of the page
 
+Quote Post
mfb
post Feb 14 2005, 06:05 PM
Post #9


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



if you're more worried about making the advanced rules internally consistent than you are about realism, these might work. though it should be noted, they've recieved no more than a lukewarm reception in the two days since i proposed them on shadowland.
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Feb 14 2005, 06:07 PM
Post #10


Shooting Target
****

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



Broken? No, I don't think it's broken at all. Most issues seem to stem from everyones dislike of the abstract nature of how SR handles melee combat.

Although I have submitted some ideas, my group doesn't modify melee combat much at all.
Go to the top of the page
 
+Quote Post
BitBasher
post Feb 14 2005, 06:48 PM
Post #11


Traumatizing players since 1992
******

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



QUOTE (GrinderTheTroll)
Broken? No, I don't think it's broken at all. Most issues seem to stem from everyones dislike of the abstract nature of how SR handles melee combat.

Although I have submitted some ideas, my group doesn't modify melee combat much at all.

No, I love the abstract nature of it, I hate that the CC rules really screw that up.
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Feb 14 2005, 07:15 PM
Post #12


Shooting Target
****

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



QUOTE (BitBasher)
QUOTE (GrinderTheTroll @ Feb 14 2005, 11:07 AM)
Broken? No, I don't think it's broken at all.  Most issues seem to stem from everyones dislike of the abstract nature of how SR handles melee combat.

Although I have submitted some ideas, my group doesn't modify melee combat much at all.

No, I love the abstract nature of it, I hate that the CC rules really screw that up.

Yeah, CC made me more mad than happy at the attempt to add some depth.

It's still not bad, just not "great".
Go to the top of the page
 
+Quote Post
Jrayjoker
post Feb 14 2005, 07:17 PM
Post #13


Neophyte Runner
*****

Group: Members
Posts: 2,453
Joined: 17-September 04
From: St. Paul
Member No.: 6,675



One of the guys in my group loves the cinematic (hong kong physics) style of roleplaying fights. If I made him take manouevers it would take an hour to roll all the dice for one attack as he describes them.
Go to the top of the page
 
+Quote Post
Jrayjoker
post Feb 14 2005, 07:18 PM
Post #14


Neophyte Runner
*****

Group: Members
Posts: 2,453
Joined: 17-September 04
From: St. Paul
Member No.: 6,675



In other words, I like the abstraction that allows him to describe his moves. I tag on a reasonable modifier to make him think it looks cooler and everyone is happy.
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Feb 14 2005, 07:19 PM
Post #15


Shooting Target
****

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



QUOTE (Jrayjoker)
One of the guys in my group loves the cinematic (hong kong physics) style of roleplaying fights. If I made him take manouevers it would take an hour to roll all the dice for one attack as he describes them.

My group is quite the opposite. We've all studied Matrial Arts for a few years now and so the brutal realism tends to over-ride most of the sillyness. Not that we don't like to make it interesting, just keep it tempered. ;)
Go to the top of the page
 
+Quote Post
Jrayjoker
post Feb 14 2005, 07:23 PM
Post #16


Neophyte Runner
*****

Group: Members
Posts: 2,453
Joined: 17-September 04
From: St. Paul
Member No.: 6,675



My guy is one level below black belt in Tae Kwan Doe (spelling ?) but still loves the acrobatic and gravity defying stuffin the movies. Hey, I try to give them what they want in the game. It keeps them coming back.

I guess my vote would be to keep the rules as abstract as possible. It helps keep the game rolling along, and the more action we can cover the happier everyone is.
Go to the top of the page
 
+Quote Post
Fortune
post Feb 14 2005, 07:40 PM
Post #17


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



We most definitely do not all agree that the melee rules are broken. I don't mind the regular rules, and can even handle the advanced rules in CC. I just wish that they were extrapolated out to include all forms of melee instead of just Unarmed Combat.
Go to the top of the page
 
+Quote Post
Wounded Ronin
post Feb 14 2005, 07:43 PM
Post #18


Great Dragon
*********

Group: Members
Posts: 6,640
Joined: 6-June 04
Member No.: 6,383



QUOTE (Kagetenshi)
No we don't. The advanced melee rules are about as sound as a security door made of toothpicks, but the basic melee system isn't bad at all.

~J

Well, yes, but the CC rules are *especially* bad and stupid. Every time I even think about them I feel angry.
Go to the top of the page
 
+Quote Post
Critias
post Feb 14 2005, 07:43 PM
Post #19


Freelance Elf
*********

Group: Dumpshocked
Posts: 7,324
Joined: 30-September 04
From: Texas
Member No.: 6,714



We all agree the melee rules are broken?

Wow. I never got that memo. My bad. I'll update my opinion as soon as possible, boss.
Go to the top of the page
 
+Quote Post
Nath
post Feb 14 2005, 07:50 PM
Post #20


Shooting Target
****

Group: Members
Posts: 1,756
Joined: 11-December 02
From: France
Member No.: 3,723



I must say I'm surprised some people seemingly have no problem even with the fact that Dan-the-unaugmented-martial-expert can strike five times in a round Joe-the-wired-cyborg as he attacks, and only against him, while he could strike Rob-the-other-unaugmented-guy only once.
Go to the top of the page
 
+Quote Post
Wounded Ronin
post Feb 14 2005, 07:54 PM
Post #21


Great Dragon
*********

Group: Members
Posts: 6,640
Joined: 6-June 04
Member No.: 6,383



http://forums.dumpshock.com/index.php?showtopic=6698

Since we're discussing alternate rulesets, here was my stab at the problem.
Go to the top of the page
 
+Quote Post
hahnsoo
post Feb 14 2005, 07:56 PM
Post #22


Mr. Johnson
******

Group: Dumpshocked
Posts: 2,587
Joined: 25-January 05
From: Berkeley, CA
Member No.: 7,014



*shrugs* I just shoot the guy. My solution to people who want to fight in melee.
Go to the top of the page
 
+Quote Post
U_Fester
post Feb 14 2005, 07:57 PM
Post #23


Moving Target
**

Group: Members
Posts: 230
Joined: 3-December 04
Member No.: 6,863



QUOTE (Nath)
I must say I'm surprised some people seemingly have no problem even with the fact that Dan-the-unaugmented-martial-expert can strike five times in a round Joe-the-wired-cyborg as he attacks, and only against him, while he could strike Rob-the-other-unaugmented-guy only once.

speed doesn't skill
Go to the top of the page
 
+Quote Post
mfb
post Feb 14 2005, 07:58 PM
Post #24


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



the biggest problem i see with the rules is, they make armed and unarmed melee combat too different. unarmed melee combat has all kinds of fun options and stuff; armed melee combat is just hit, counter, soak.
Go to the top of the page
 
+Quote Post
Fortune
post Feb 14 2005, 08:15 PM
Post #25


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



QUOTE (Nath)
I must say I'm surprised some people seemingly have no problem even with the fact that Dan-the-unaugmented-martial-expert can strike five times in a round Joe-the-wired-cyborg as he attacks, and only against him, while he could strike Rob-the-other-unaugmented-guy only once.

Yeah well, there's that, but I have my own little fix for that anyway. ;)
Go to the top of the page
 
+Quote Post

3 Pages V   1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 19th April 2024 - 09:34 AM

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.