![]() |
![]() ![]() |
![]() |
![]()
Post
#1
|
|
Street Doc ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 ![]() |
I did a cursory search of the forums, but I'll just come out and say it: I'm lazy. So if this has been mentioned before please ignore my ramblings and throw me a link.
So, as I have argued before, I hate the idea of a "Dodge" Test. Really this is mostly a semantic problem in my head because to me the word "dodge" implies some kind of conscious response to a known attack, which is just silly when you're talking about bullets. People just cannot dodge bullets effectively so the whole idea just doesn't sit well in my mind. Now, I fully realize that I'm applying reason to a wholly artificial game mechanic and that one needs to suspend their disbelief in a lot of ways to make SRs combat system palatable. I also realize that presenting the target's dodge test AFTER the shooter's success test is done for continuity and easy of game play. My problem with the mechanic is that it allows meta-gaming. A player can assess what is happening to his character and adjust in real time to whatever might pose a threat to him- which in effect allows the kind of conscious bullet-dodging that pisses me off. Blah blah blah... this has all been said before. But my new idea is this: Have players allocate CP dice for "tactical defense" at the start of a turn in the same way a spell caster allocates Sorcery dice to spell defense. That way a player must decide in advance of the action weather he wants his character to play it safe (move using cover, etc. etc.) or go all out on the offensive. You could even allow a character to extend his "tactical defense" to another character within a short distance (maybe 1 meter) in the same way that a spell slinger can defend others within a certain range. This would allow body guards and other close protection type characters to directly protect their charge against attacks, but in so doing they make themselves more vulnerable to subsequent attacks. Anyway, this is just a basic idea that’s been rattling around in my skull for a few days and I wanted to see what people thought. What am I missing here that might make this mechanic broken or unbalancing? Any comments? This post has been edited by Method: Jul 8 2005, 10:11 PM |
|
|
![]()
Post
#2
|
|
Street Doc ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 ![]() |
I guess I should clarify a little (to be honest I haven't fully thought this through):
- CP dice allocated to tactical defense cannot be used for other stuff - when an attack hits the character can chose to use tac-def ala dodge test - if they roll more successes that the attacker the attack has been avoided or otherwise rendered powerless (by improvised cover or what have you...) - dice used for this purpose are lost until the CP refreshes at the start of the next turn. Really the only difference here is that the player must chose how many dice he will use BEFORE he knows weather or not he's going to get hit. |
|
|
![]()
Post
#3
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 ![]() |
If you want to make it like spell defense, then I must remind you that spell defense can be allocated and de-allocated as a free action. I will also mention that you get free actions on other people's turns. The sum effect is minimally different because any competant player will assign all dice to "tactical defense" as soon as possible, and restore them to combat pool dice on a free action at the end of the turn for whoever rolled slightly better on initiative.
In short, just rename it if you can't stand the term "dodge" when talking about bullets and lasers. |
|
|
![]()
Post
#4
|
|
Street Doc ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 ![]() |
Good points all.
I was just rereading the rules for spell defense and noted that there was no rule disallowing a player to deallocate dice. I had never noticed that before. None of my players have ever caught that either. Gives me a new perspective on SD Anyway I could also just rule that players aren't allowed to deallocate dice from tactical defense. The real idea here is to lock them into some course of action before the bullets start flying as opposed to leting them shift back and forth between offense and deffense with some kind of unrealistic omniciance about weather or not they will be shot. |
|
|
![]()
Post
#5
|
|
Target ![]() Group: Members Posts: 63 Joined: 22-June 05 From: Candyland Member No.: 7,454 ![]() |
you don't have to see the bullet coming to know whether or not you will be shot at.
|
|
|
![]()
Post
#6
|
|
Moving Target ![]() ![]() Group: Members Posts: 437 Joined: 11-April 05 Member No.: 7,318 ![]() |
Its not a conscient reaction to a specific attack. Its a mechanic to allow a player, who is aware of the enemy, to move and dodge in a way that makes it harder for the opponent to target him.
Its not Matrix style bullet-time. |
|
|
![]()
Post
#7
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 ![]() |
You seen lethal weapon 4? Jet lee doesn't dodge the bullet he see's danny glovers character pointing a gun at him, and jet lee moves.
|
|
|
![]()
Post
#8
|
|
Street Doc ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 ![]() |
Yeah yeah yeah....
Been through all this before. I fully understand how dodge tests work and what its supposed to represent. Thats not the point of this thread. |
|
|
![]()
Post
#9
|
|
Target ![]() Group: Members Posts: 63 Joined: 22-June 05 From: Candyland Member No.: 7,454 ![]() |
it does, however, make the entire reasoning behind the point of this thread null.
|
|
|
![]()
Post
#10
|
|
Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
Actually, I like Method's idea.
Nothing is really wrong with it. It's a basic question. How assertive, or reserved is your character going to be this round? Offensive vs. Defensive. I like the idea. It makes a fully offensive character more powerful than a Defensive character, but less resiliant than the Defensive character. It's not even that much extra clutter at all. In my game, personally, I would use this concept and further it by stating that if they wish to engage in defensive melee, that they would have to roll their melee skill using dice from this pool. Once they run out of dice from this pool, their defensive melee, and general dodging would lack comparably. Which fixes my personal annoyance of people on defensive melee basically getting extra chances to attack. |
|
|
![]()
Post
#11
|
|
Street Doc ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 ![]() |
Stumps- interesting addition. I'll have to do some reading on that.
lollerskates- I think you are missing the point then. I understand that the dodge test is an abstract rules mechanic designed to simulate how a person moves in combat so as not to get hit. Did you read the thread I linked to in my original post? The point here is that the current mechanic allows a kind of meta-gaming that I don't particularly like and want to put an end to in my game. I want my players to think like thier character who is experiencing the very real danger of combat. I want them to think and move tactically. If they can say: "sweet, my opponents don't have any more actions left so I can roll all my remaining combat pool into this next attack and I don't have to worry about dodging anymore..." or "...crap i just got hit i'd better get ready to roll more dice so I can't get hurt..." that is unrealist and allows the player to disconect from the danger/stress/fear his character is experiencing. You might as well have Matrix-style bullet dodging, because the player doesn't feel the effects of being shot either way. |
|
|
![]()
Post
#12
|
|
Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 18-July 03 Member No.: 4,963 ![]() |
First, I can state with absolute certainty that what players will do in 90% of situations is allocate everything to defense. The other 10% will be times when they win init and think they can resolve the thread in front of them in one pass or are in some way invulnerable(Snipers, invisibility, riggers, etc). PCs are typically better equipped and better trained than whoever or whatever they are up against, so it's just a matter of time before the opposition loses.
The method I use is I give to alleviate this is to players a choice. They can either spend combat pool as usual, or they can allocate it to shooting, soak, or dodge at the beginning of initiative. If you allocate it, you get two dice for every one you allocate. So a char might roll init, then declare "Allocating three to dodge" and he could at any point in the turn use 6 dice for dodging. |
|
|
![]()
Post
#13
|
|
Street Doc ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 ![]() |
Hmmm thats another interesting mechnic. Have you ever found it to be over-powered?
Also I don't see either situation you mentioned being bad. Thats the kind of thing I want. On one hand you have cautious tactical movement as the default mode of operation, and on the other you have over whelming use of force in a kind of "violence of action". Those are both real approaches to combat used by operators in RL. |
|
|
![]()
Post
#14
|
|||||
Target ![]() Group: Members Posts: 63 Joined: 22-June 05 From: Candyland Member No.: 7,454 ![]() |
so why are you arguing as if it isn't? the whole point of an abstract rules mechanic is that you can interpret it any way you like. if a player allocates all his combat pool dice to attack when his opponent has no more actions left, it can be seen as the PC realizing that he moves so much faster than his quarry that he can slow down a bit and steady his aim. the player pumping up dice for a dodge test after an attack with many successes can be interpreted as the PC's decision to move faster and more immediately in response to seeing someone with a clear line of fire point a gun at him. etcetera.
er, what you just quoted is tactical thinking, just not the type you want. and i still have no idea what the hell matrix bullet dodging has anything to do with this. :huh: |
||||
|
|||||
![]()
Post
#15
|
|
Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
loller...dude. He just doesn't like Dodging, in it's presentation of mechanics, as they are in SR.
There isn't anything really wrong with that, just as there isn't really anything wrong with you liking it just fine. Many people on DSF dislike a great mutitude of rules in SR...hell, that's what 80 to 90% of the posts on the forum are all about. Me personally, I tend to agree with not really liking the dodge for ranged combat. Here's my personal reason. Most people reason something along the lines of dodging bullets... Well, that's not my reasoning. My reasoning is really quite simple. It's much similar to my dislike of automatic melee defense (but that's another issue). When guy #1 has an Initiative Pass of 14 and he's shooting or casting, or whatever, at guy #2 who's Initiative Pass is on 12, I see no rationality to how guy #2 can make a Perception Success and a Reaction Success (automatically, none-the-less) in the nearly miliseconds that it takes guy #1 to perform their action. Remember...Combat is 3 seconds long. Also, back to the issue of Initiative. If guy #1 has a higher Initiative in SR, it means that he's faster at that moment than guy #2. How guy #2 can suddenly move faster than or equal to guy #1 a number of Initiative Passes before guy #2 has the ability to move is an oddity to me. See the problem that I have? Where does the extra Reaction and Perception ability come from?? It doesn't add up in my mind. Just like I was saying that the melee actions in defense don't add up to me either...it's for the same line of reason...where and how do they get the extra energy in time to act?? To me...they simply shouldn't. --- In Science, there is no such thing as new energy. There is only the displacement of energy. If you have a given amount of things that you can do in a certain amount of time, and most active actions presented carry a certain given cost, where we end up with characters being given new energy that hasn't existed before is faulty. To say that they displace that dodging energy from another pool makes more sense to me because now there isn't any new energy, but the same energy allocated differently. That's how I see it. |
|
|
![]()
Post
#16
|
|||
Target ![]() Group: Members Posts: 63 Joined: 22-June 05 From: Candyland Member No.: 7,454 ![]() |
kindly point out to me the post that says i think there's anything wrong with him not liking the dodge mechanic? while you're at it, it'll also be nice if you could let me know when i said i like it. |
||
|
|||
![]()
Post
#17
|
|
Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 ![]() |
I'm sorry if I misunderstood, but it came acrossed that way from the constant statement of the rule set.
|
|
|
![]()
Post
#18
|
|
Target ![]() Group: Members Posts: 63 Joined: 22-June 05 From: Candyland Member No.: 7,454 ![]() |
i was arguing against his reasoning, not his opinion. ironically, i actually agree with him on the point that combat pool is completely fucked up.
|
|
|
![]()
Post
#19
|
|||||||||||||||
Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
Well, because he doesn't! If guy 2 isn't already aware of guy one he can't dodge at all, that's called surprise. In order to dodge he has to be aware that the guy is pointing a gun at him. If he doesn't already know this from a previous free action (observe) or simple action (observe in detail) then he is suprised and gets no dodge at all. (Or dice pools to resist IIRC)
That's cool, because he doesn't. At the time actions are declared he's already trying to get the hell away from the gun barrel facing him, it's just the dice aren't rolled until the shot actually happens. Remember, movement takes place across the whole combat round, NOT just on the character's phase. Dodging is for all normal reasons a type of movement.
It shouldn't add up because it doesn't exist.
Because very little movement is necessary, the attacker is bringing the fight to the defender and expending virtually all the movement to bring them together. There's a ton of threads that go into this in detail.
Absolutely correct, but this doens't contradict anything.
But this isn't happening. In melee the attacker's energy is being used against him and in ranged combat, as I said earlier, there is really no new energy, as I stated above.
That's exactly the way it works in the book, the dodge happens from the pool of potention energy (actions) represented by Combat Pool.
|
||||||||||||||
|
|||||||||||||||
![]()
Post
#20
|
|||||||||||||
Street Doc ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 ![]() |
But again, you miss the point. You're arguing against what you see as my misinterpritation of the abstract dodge test. But my reasoning is the type of meta-gaming it enables and you have said nothing to refute that reasoning.
My mechanic doesn't change this. It still allows a character to "sense an opening" and press the attack. He just has less dice to do it with if he's spent the whole turn ducking and dodging and otherwise moving the way he should. I think this is reasonable. His first priority (as anyone's would be) is to not get hit. That may mean that when your enemy exposes himself you are not in a position to take advantage of that. That to me is realistic. If you are focused on defense you should suffer on the offense and on the milisecond time scales of SR combat a character should not be capible of the kind of thought process that allows him to change from one mode of combat to the other.
Again this seems to me like meta-gaming. You have to think that if you were the character with the gun pointed at you, you would not know weather this guy acts before or after you or if he has another action left in this turn with which to fire at you (the whole idea of "turns" and "actions" would, of coarse be artificial, but you get my point). If you are aware of the threat you are going to move appropriately from the start and throughout your turn, which means your ducking and dodging should affect all subsequent actions. In theory the current mechanic allows a character to duck and dive and dodge all over creation, come to a complete stop during his actions without any movement penalties and then go back to dodging all over the place. To some small degree my proposed mechanic would penalize him because he won't have those extra dice throughout the turn, thus limiting his offensive capability.
Good point. But tactical meta-gaming is still meta-gaming.
"Why move tactically thorougout my turn when I can just deal with each bullet as it comes along and otherwise jaunt around unimpeeded by the fact that I'M IN FREAKIN' A GUN FIGHT?" This is Matrix-style bullet dodging mentality and in my oppinion the cannon SR dodge test creates the same in most players. Players do not very often role play the fact that thier character is being shot at and the way it would affect a real person's ability to take action. That is what I am trying to simulate.
As an aside, I would be quite interested to hear your interpritation of the combat pool/dodge test and what problems have led you to believe they are "totally fucked up". I'd be willing to bet we share some ideas... ;) |
||||||||||||
|
|||||||||||||
![]()
Post
#21
|
|||||||||||||
Target ![]() Group: Members Posts: 63 Joined: 22-June 05 From: Candyland Member No.: 7,454 ![]() |
what? i've just given you a complete explanation about how metagaming and abstract mechanics are mutually exclusive. the only reason you perceive your players to be metagaming is because you choose to interpret their actions that way.
i honestly have no idea why you decided to include this paragraph. i wasn't saying anything about your house rule at all.
so you're saying that it is impossible for someone to slow down or speed up their movement within a three second time span? and you're arguing that that's more realistic? okay.
metagaming isn't just thinking in terms of the rules. by your logic, you'll be metagaming every single time you crack open a rulebook. if that's the way you want to play, you might as well just go free form.
if your players are thinking that way, it's your fault for not throwing realistic opposition at them. combat pool is limited. it doesn't make you god. if you don't take cover, duck around, and otherwise try to make yourself as hard a target to hit as possible, you're going to get wasted.
maybe i'll make another thread about it, but i pretty much don't like any abstract mechanics, combat pool included. |
||||||||||||
|
|||||||||||||
![]()
Post
#22
|
|||||
Street Doc ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 ![]() |
When a PLAYER stops making choices based on what his CHARACTER would realistically do in a certain situation and starts making decisions based on the number of dice he has to roll or other information the PLAYER is concious of but the CHARACTER is not- that is metagaming. I fail to see how you have demonstrated this and abstract mechanics as mutually exclusive.
Dude, seriously count out three seconds in your head and then think about the mental processes required to take the kind of action you are talking about (i.e. switching from ducking and dodging to recognizing your opponent is slower to aiming a shot, etc, etc). Let alone the PHYSICAL implications of trying to pull off an aimed shot after you just dodged out of his line of fire. Now think you are going to do this 2-3 time in a 3 second span, while moving, communicating with your team, reloading or any number of other things. When you think realistically about it, SR combat is INSANELY FAST. Using dodge pool should reasonably cost you whole actions since your character is basically throwing themselves out of harms way (or behind impromptu cover, or prone or whatever other explaination you can think of). I don't think someone should be capible of shifiting from full offense to full defense in that time frame WITHOUT SOME PENALTY. Thats the whole reasoning behind allocating dice at the start of a turn and sticking to it. The penalty is that dice you've dedicated to one thing (defense) can't be used for some other mutually exclusive type of action (offense). But look- its pretty clear we aren't going to see eye to eye on this one. I respect your oppinion and appreciate your feed back (to be honest it has helped me more fully conceptualize this mechanic and why it appeals to me). But I think its time we let it go... :D |
||||
|
|||||
![]()
Post
#23
|
|||||||||
Target ![]() Group: Members Posts: 63 Joined: 22-June 05 From: Candyland Member No.: 7,454 ![]() |
okay, apparently this isn't working. forget everything i've said thus far. let's try a different angle. metagaming is a character making decisions based on out of game knowledge that he wouldn't have, yes? with rules mechanics that are completely and entirely mechanical and OOC like combat pool, the character isn't involved in any sort of decision-making process at all. yeah, you can say your character wants to move faster to make himself harder to hit or slower so he can aim more accurately, but that's already covered under the movement rules. running gives you a penalty to your attack, and remaining stationary makes you easier to hit. in addition, movement rate is predetermined at the beginning of the turn, much like your house rule. the fact that you don't even have move to use combat pool defensively is indicative of how abstract it is. you can't metagame when dealing with something like combat pool because it has no in-game component.
i don't know about you, but it takes me less than a second to go from a full run to a complete stop. you're going to have some serious trouble convincing me that someone who wants to start moving slower would need 3 whole seconds to make the transition.
an increase to TN is a penalty. cutting the number of dice you can throw in half is a penalty. what you're advocating isn't a penalty - it's a restriction, and one that makes absolutely no sense if what you're trying to promote is realism. and i do hope you recognize the inherent futility in simulating reality with something you have admitted to be an abstract mechanic.
i can never understand why people would attach something like this after they've just presented a long, beefy argument. seems a little hypocritical to me, but meh. edit: jesus christ this post sucks. i really need to get some sleep. |
||||||||
|
|||||||||
![]()
Post
#24
|
|
Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
malarky, lollerskates. combat pool allows for finer granulation of those things you mentioned. it lets you aim a bit, but not long enough to count as a Take Aim action. it lets you duck, without actually taking movement modifiers to get behind cover. it's not out-of-game, it's anti-aliasing.
|
|
|
![]()
Post
#25
|
|
Target ![]() Group: Members Posts: 63 Joined: 22-June 05 From: Candyland Member No.: 7,454 ![]() |
if you can use it to aim, then why does it not consume an action, even a free action, when everything else you do in combat does? why does a character who is remaining stationary, or hell, even one who is completely immobile have the same range of dodge options available to him as one who is moving?
why does it run out? in any case, i'll be surprised if you can point me to a page number that supports the interpretation of combat pool that you've outlined. while you're free to come up with your own manifestation of the mechanic in game, the fact still remains that by default, it has none. |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 24th May 2025 - 05:49 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.