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> Ranged Combat, the SR3R way
Kagetenshi
post Mar 27 2007, 03:16 PM
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I could see the argument there, though I'm not sure I buy it—anyway, with that argument I would require at least that the character arm the grenade in one pass and hold it armed until their next pass, since it doesn't go off until the end of that [term for one person's action which I don't have time to look up now and have forgotten].

~J
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Herald of Verjig...
post Mar 27 2007, 03:21 PM
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Would that be hold the throw action for a pass or potentially lose an entire action holding? If there's a potential loss of action, then I'd spend the free or simple to arm and use any potentially lost actions aiming to make the TN easier.

If you could get a version of air-timed thrown grenades...
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Kagetenshi
post Mar 27 2007, 03:31 PM
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One would have to arm the grenade with either a Free or Simple action during their previous combat phase, then hold the grenade (not the action) until their next phase. No actions would be lost (except whatever it takes to arm the grenade), you'd just be stuck holding this armed grenade. Woe betide you if something causes you to lose your next phase.

~J
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Platinum
post Mar 27 2007, 07:05 PM
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QUOTE (Kagetenshi)
QUOTE (Platinum @ Mar 27 2007, 08:13 AM)
If you get 8 scatter an 1 success, you are close, but not exact... therefore the power gets reduced.  the direction is random so it is realistic.

But if you get zero successes? Where does the grenade go?

The direction being random isn't realistic, it's just easier.

~J

if you get 0 successes it means that you threw it and it landed in one of six directions as far as as the dice dictate, potentially back at you. you didn't reduce the scatter at all.

If you roll all ones you drop it on the ground beside you.
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Kagetenshi
post Mar 27 2007, 07:39 PM
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And if you get one success? I'll have to double-check, but I think what you're describing is what happens by canon if you get one success, not zero.

~J
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Kyoto Kid
post Mar 27 2007, 08:37 PM
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...having not yet made it through the entire thread, has there been any change made as to which skills cover the following weapons?

FN AAL GyroJet [CC]
Ares Super Squirt [M&M]
Ares Cascade Rifle [M&M]
Dart Pistols [M&M]
Dart Rifles [M&M]
Splat Guns [M&M
Net Guns [M&M]
Shiawase Blazer [CC]
Flame Throwers [CC]
Cigarette Mini Rocket [S-2064]
Executive Defender [S-2064]
"Screech" Rifle [S-2064]
Integrated Grenade Launcher/Assault Rifle (e.g. Ares Alpha [CC], Colt M22-A2 [BBB])
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nezumi
post Mar 27 2007, 08:58 PM
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The following skill rules have been agreed upon:

- Laser weapons skill is in the Firearms category
- Bracers and gun canes use pistols skill
- Rifles and assault rifles use the same skill
- Eye-guns, cyberguns, etc. use Ranged Cyber-implant Combat
- Blowgun is under Projectile Weapons

I don't think that that covers most of the specific weapons you brought up, so if you'd like to bring up a suggested ruling, you're welcome to.
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Kagetenshi
post Mar 27 2007, 09:13 PM
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SotA:64 isn't in the list of considered books. Other than that, I don't think we've made any changes—the Gyrojet sorta got forgotten about during our discussion of appropriate skill inclusion. I'm still debating sticking it under Pistols, but whate'er. Note that although none of it has changed, some of it will have to change—primarily because several things on that list say "acts like shotgun with choke n", while shotguns no longer have chokes or do any of the things that are being referred to.

~J
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Kyoto Kid
post Mar 27 2007, 10:03 PM
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...omitting the SOTA 2064 weapons since they are fairly unique, I would see it thus:

Pistols skill: Dart Pistol, Super Squirt, FN-AAL Gyrojet, Splat Gun and Net Gun (pistol variety)

Rifles Skill: Dart Rifle, Net Rifle, Splat rifle

Assault Rifles Skill: Ares Cascade Rifle (since it can also fire BF & FA), GLs integrated in ARs by "factory design" (e.g Ares Alpha, Colt M22-A2)

The only odd ones that I find hard to place are the "flamethrower" types.

...comment?


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Kagetenshi
post Mar 27 2007, 10:59 PM
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If anything, I'd move the Super Squirt, Splat Gun, Splat Rile, and Cascade Rifle out into Splash Weapons. Assault Rifles and Rifles have been merged.

~J
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Kyoto Kid
post Mar 28 2007, 12:30 AM
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...that's good to know about ARs & rifles, makes much more sense than grouping ARs with SMGs as done in SR4.

I forgot there was a Splash Weapons skill/category. Does this still include splash grenades and other Chemtech application systems as well?
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Kagetenshi
post Mar 28 2007, 12:44 AM
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Splash grenades are throwing weapons. IIRC the big things that are in splash weapons are the flamethrowers.

~J
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tisoz
post Mar 28 2007, 06:29 AM
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QUOTE (Kagetenshi)
8) Grenades vanish into thin air

Take a grenade. Throw and/or shoot it at a target. Get no successes, but don't botch.

What happens to the grenade?

~J

I have no problem with the current rules as I find it amusing that throwing or launching grenades requires no skill, and actually putting points into the relevant skill is a waste of resources.

But an easy fix for the problem would be adding 2D6 to the scatter roll (or doubling the dice in the scatter roll), effectively increasing the distance from the intended target.
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Kagetenshi
post Mar 28 2007, 01:10 PM
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I suspect that one of us is misinterpreting the applicable rules. Under the current rules as I read them, it does require skill to throw or launch grenades, because if you miss the grenade enters a totally undefined state. What's your reading?

~J
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Herald of Verjig...
post Mar 28 2007, 01:36 PM
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Kagetenshi, despite your claims, I see no indication in the SR3 rules on page 118 that a success is needed to throw the grenade. The first part states only "note the number of successes rolled" and the second uses them in "the attacker reduces the scatter distance by 2 meters per success for standard grenades, 4 meters per success for aerodynamic grenades and grenade launchers."

This seems to clearly state that 0 successes is full scatter roll.
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Kagetenshi
post Mar 28 2007, 01:53 PM
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Fair enough; I'd interpreted that differently. So then the only problem I could see with that is that it gives Grenadelinked weapons a very good shot even with no successes—does anyone think that's a problem? If not, we can move on.

~J
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Herald of Verjig...
post Mar 28 2007, 02:47 PM
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QUOTE (Kagetenshi)
So then the only problem I could see with that is that it gives Grenadelinked weapons a very good shot even with no successes—does anyone think that's a problem?

Where are the grenadelink rules? I don't remember the term.
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Kagetenshi
post Mar 28 2007, 02:58 PM
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Cannon Companion p32. Reduces scatter on launched grenades to 1d6.

~J
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fistandantilus4....
post Mar 29 2007, 06:08 AM
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This thread, and the other SR3R threads are being moved over to Community Projects. The original Shadowrun 3rd Revised thread will remain in the Shadowrun forum. They're getting quite a lot of traffic and are sticking to the top of the Shadowrun forum, but would be more appropriately placed in Community Projects.
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Link
post Mar 29 2007, 06:32 AM
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QUOTE (Kagetenshi)
Fair enough; I'd interpreted that differently. So then the only problem I could see with that is that it gives Grenadelinked weapons a very good shot even with no successes—does anyone think that's a problem? If not, we can move on.

~J

Our group thought it a problem so this is a copy & paste of our house rule:
Grenade & Rocket Scatter
If no successes on attack test multiply scatter roll by 2 at short, 3 at medium, 4 at long and 5 at extreme range.

As for the optional rule on explosive damage, do you only mean to apply it to 'non player explosions' like mines & tripwires or to a thrown grenade? (skill would only reduce scatter)
Further, a skilled pc may achieve similar success no matter his weapons power. The optional rule on explosive damage gives more success to high power (basically 1/4 power in successes). To eliminate all the rolling why not add 1D6 successes* (and use the rule of 6?) Weapon power and success/staging are different things.

eg.
C4 - 8 power = 2 successes
C12 - 12 power = 3 successes
Grenade & mine - 10 or 15 power = 3 or 4 successes

*Like with Stray Shots in SR2 from the recent autofire thread.
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tisoz
post Mar 29 2007, 10:35 AM
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You could also make a first scatter roll to determine where the no success rolled grenade actually hit, then a second scatter roll to see where it "scattered".
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Eyeless Blond
post Mar 30 2007, 12:10 AM
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(repost, plus added ideas)

As for the "I can pull the trigger 10 times in 3 seconds" thing, why not just put that discussion over into the Ranged Combat section? That seems to me like a problem with shooting guns, not a problem with the system dictating movement and reaction.


Why not give every firearm a maximum rate of fire, expressed in bullets per combat turn? Even "semi-automatic" weapons would have a ROF greater than 1 per turn, allowing people to get the empirical results of being able to fire a handgun several times in a 3-second period (though maybe SA weapons would require a Quickness test to fire multiple bullets in a single action?)

This way, everyone would be able to fire the same number of bullets in the same amount of time, getting rid of that silliness where a sam can unload an automatic weapon faster than a mundane. But, since the sams get more actions, he can switch targets between his actions, aiming at a number of targets in a round while the mundane would face either stiff penalties or switching over to suppressive fire to even target the same number of people.

The gun's contribution to recoil suppression, btw, could also be handled on a per turn basis, though perhaps a Str contribution would make more sense on a per init pass basis?
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TheOneRonin
post Mar 30 2007, 02:53 PM
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QUOTE (Eyeless Blond)
(repost, plus added ideas)

As for the "I can pull the trigger 10 times in 3 seconds" thing, why not just put that discussion over into the Ranged Combat section? That seems to me like a problem with shooting guns, not a problem with the system dictating movement and reaction.


Like my reply in the other thread, if you fix the Time/Flow of combat issue, the current ROF issue becomes less of a problem. But on to that, specifically.



QUOTE
Why not give every firearm a maximum rate of fire, expressed in bullets per combat turn? Even "semi-automatic" weapons would have a ROF greater than 1 per turn, allowing people to get the empirical results of being able to fire a handgun several times in a 3-second period (though maybe SA weapons would require a Quickness test to fire multiple bullets in a single action?)


I've done this in my games, sorta. I gave most automatic small arms a base cyclic rate of 600 rounds per minute. That's slower than many of the RL fire rates, but close enough not to really injure the suspension of disbelief of the many firearm enthusiasts out there. It also breaks up nice and evenly into 10 rnds/sec and 30 rnds/combat turn.

I run into problems when trying to adequately model being able to rapidly fire individual shots from an SA fire arm. In my first few attempts, it came out as a universally better option than firing Full Auto. In my next batch of attempts, the penalties involved made it worse than just firing once per simple action. So I basically gave up on it.



QUOTE
This way, everyone would be able to fire the same number of bullets in the same amount of time, getting rid of that silliness where a sam can unload an automatic weapon faster than a mundane. But, since the sams get more actions, he can switch targets between his actions, aiming at a number of targets in a round while the mundane would face either stiff penalties or switching over to suppressive fire to even target the same number of people.


I like that. Any way we can turn it into crunch?



QUOTE
The gun's contribution to recoil suppression, btw, could also be handled on a per turn basis, though perhaps a Str contribution would make more sense on a per init pass basis?


Part of that I like. If a weapon system has a flat recoil modifier based on the type of weapon (i.e. shoulder fired vs handgun), the general caliber (i.e. light pistol vs. heavy pistol), and any built in or aftermarket recoil compensation, then that would go a long way towards having the recoil and autofire rules make sense.

However, I am completely opposed to a character's strength influencing recoil in any positive way. If any physical attributes would influence how a shooter can cope with firearm recoil it would be Reaction first (speed of regaining sight picture after firing a shot) and Body second (more mass means the force of the recoil is less likely to significantly fluence your firing platform). But even these should provide VERY small modifiers. I doubt the most massive of humans would get much of a bonus, while Trolls and their ilk might. But those shooters juiced up with reflex enhancing cyberware might have a clear edge here.
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Kagetenshi
post Mar 30 2007, 03:09 PM
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FWIW, the current modifiers reflect the "very small modifiers" philosophy. IIRC, a STR of 5 gives you one point, 11 gives you a second point, and 17 gives you a third point.

~J
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nezumi
post Mar 30 2007, 04:11 PM
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I used the 'firing a gun' example just because we all know it's a simple action. Another example would be flipping a light switch. A juiced person should be able to flip the light switch more often than a not juiced person, IMO.

In regards to guns and recoil... The current recoil compensation system has a plus in being simple. All recoil comp works the same, there's not some that work action to action or combat turn to combat turn. That's a good thing, let's keep things simple, apply the same rule to all.

Strength and recoil... Strength is such an underused stat and reaction and body are so overused, I would show preference for strength, primarily for game balance reasons.
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