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inquisitor_bob
Hi,

I just bought the SR4 book. I've been playing SR since 1st ed.

I'm a bit confused on the Melee section.

The melee action seems to be

1. attacker strikes rolling his dice pool. Defender defends with his dice pool.
2. if attacker equals or exceed defender then it hits
3. if defender exceed attacker then the attack is stopped

My question is, when is the defender ever become an attacker?
Magus
On his Combat Phase in the Intiative ladder. Then he takes the attacker stance.
inquisitor_bob
So, the text on not having a you-go, I-go is false?

That's what it looks like to me...
Teulisch
on your action, you may spend a complex action to make a melee attack. you roll agility+skill vs the defenders reaction+skill. if you score more net hits, then you roll your damage vs their soak. if you do not score more net hits, then nothing happens.

when the defender gets an action, he may make a melee attack if he chooses to. or he can fire his gun (at a penalty). or he can run away.

so if ubermelee guy is standing next to 3 gangers, and attacks one with his action in teh first pass, he rolls to hit. theres a freinds in melee modifier. then the three gangers get to act- two make a melee attack, and the third fires two shots with his gun. then the ubermelee guy gets his second pass action. melee attack. gangers do nothing as they only had the one pass. on the third pass he attacks again, and teh gangers do nothing. on the 4th pass he attacks again, the gangers do nothing. the next round, he attacks again. the gangers, if any are left standing, can run for their lives now on the first pass.
NightHaunter
Now having extra init passes helps.
Before if you had loads of init.
And melee'd a superior opponent 2-3 times he could hit you in all of them, without init enhancers.
Now he can't, because you are moving faster. A big improvement in my opinion.
However now there is nothing stopping you from shooting at point black range the guy that just missed with his katana.
(except the -2 dice penalty).

Hope this has helped.
James McMurray
-3
ARKARY
QUOTE (inquisitor_bob)
So, the text on not having a you-go, I-go is false?

That's what it looks like to me...

That text on the "taking turns" thing is from a roleplaying perspective. While mechanically, you do make your roll then the enemy makes their roll on their turn, when describing the action both characters are supposed to be making a number of minor attacks that get blocked or dodged. The rolls simply represent the net outcome of the melee for that turn.
James McMurray
Much like every system where you take turns rolling to simulate constant jabs and stabs.
Azralon
Roleplaying and strategy games typically do their best to represent simultaneous combat, but in practice it's much easier for everyone around the table to "take their turn."

So, like Arkary said, it's all turn-based only from a purely mechanical standpoint. From a roleplaying point of view a lot of stuff is going on at once. That inset text is there just to remind you that the game mechanics are abstractions and shouldn't be taken as literal actions in their out-of-game sequence.
ronin3338
I've only skimmed the melee rules...


Is there anything about a counterstrike? If the defender scores more net successes, do they get to damage the attacker? Personally, I liked it that way, as it seemed more like "actual" close combat. If someone with lower skill/ability attacks, then the more skilled defender should be able to turn that around, taking advantage of the opportunity to strike at an opening...
GrinderTheTroll
QUOTE (ronin3338 @ Apr 6 2006, 12:45 PM)
I've only skimmed the melee rules...


Is there anything about a counterstrike?  If the defender scores more net successes, do they get to damage the attacker?  Personally, I liked it that way, as it seemed more like "actual" close combat.  If someone with lower skill/ability attacks, then the more skilled defender should be able to turn that around, taking advantage of the opportunity to strike at an opening...

As SR4 is written, you're pitting Agility+Skill vs. Reaction+Skill, so onset of melee combat SR4 assumes you are purely defending and not counter-attacking.

I'd allow my players to opt to counter-attack by allowing the them to roll Agility+Skill inplace of Reaction+Skill. However, I'm on the fence about making it function like "Full Defense" where you'd have to give up your next Complex Action.

Anyone else do this?
Azralon
There is no "free counterattack" anymore. SR4 gave that up, likely because someone with sufficient sword skill and one initative pass could kill a dozen guys in three seconds and THEN use his Complex Action to drink a cup of coffee.

Cool? Maybe. Realistic or game-balanced? Not so much.
Butterblume
QUOTE (Azralon)
There is no "free counterattack" anymore.  SR4 gave that up, likely because someone with sufficient sword skill and one initative pass could kill a dozen guys in three seconds and THEN use his Complex Action to drink a cup of coffee.

Always hated that.

Actually, if the defender has a higher skill, he still stands a chance against the lower skilled attacker, even if the attacker has more initiative phases.
mintcar
QUOTE (GrinderTheTroll)
QUOTE (ronin3338 @ Apr 6 2006, 12:45 PM)
I've only skimmed the melee rules...


Is there anything about a counterstrike?  If the defender scores more net successes, do they get to damage the attacker?  Personally, I liked it that way, as it seemed more like "actual" close combat.  If someone with lower skill/ability attacks, then the more skilled defender should be able to turn that around, taking advantage of the opportunity to strike at an opening...

As SR4 is written, you're pitting Agility+Skill vs. Reaction+Skill, so onset of melee combat SR4 assumes you are purely defending and not counter-attacking.

I'd allow my players to opt to counter-attack by allowing the them to roll Agility+Skill inplace of Reaction+Skill. However, I'm on the fence about making it function like "Full Defense" where you'd have to give up your next Complex Action.

Anyone else do this?

Sounds like a perfectly good idea. As long as you can only attack once per action no matter what. It's an extra option in melee combat that's satisfying yet requires no hassle.
Eryk the Red
I might allow a counterattack to happen like Interception. Spend a free action to make a melee attack against someone who just missed you with a melee attack.

But attacking a higher skilled opponent should not make him "faster".
mintcar
How about allowing a counter attack when the opponent rolls a glitch?
ronin3338
For a glitch, I was planning on reducing the dice for his next action... stumbled, lost ground, etc.
Maybe on a critical glitch the defender's successes turn to damage?
Azralon
I'm sure there will be a lot of tasty new melee options when the martial art style rules come out for the new edition.
GrinderTheTroll
QUOTE (Eryk the Red)
I might allow a counterattack to happen like Interception. Spend a free action to make a melee attack against someone who just missed you with a melee attack.

But attacking a higher skilled opponent should not make him "faster".

Doesn't make him faster although it might seem so from a mechanics stand point.

In SR4, if someone is throwing punches, kicks, whatever at you have to wait for an opening and then attack. Although they specifically mention melee combat is series of jab, fients, punches and kicks, they are not really treating as such.

Realistically, you make your own openings. The, "I punch, You punch" philosophy only works if both fighters are thinking that and not that well if they are. You should take advantage of sloppy skill and seize opportunities when they happen.

I play with a group of guys that have studied a lot about fighting, so for us, it makes pefect sence to have the ability to counterattack, especially against someone with a weaker skill.

Alternatively, you could allow this type of counterattack if the Attacker rolls a critical glitch and the defender scored more succeses on his Reaction+Skill roll.
mintcar
I really like my own suggestion, here. Not only critical glitch, but every glitch, leaves you open for counter attacks. Critical glitch may give you a penalty as well. I think it's now a house rule of mine even.

The fact that melee combat is a complex action—combined with how it's always resisted by attribute+skill—makes melee combat that much slower and less deadly than ranged combat (as admitedly it should be), it doesn't really hurt to give combatants a few more chances to hurt eachother. The glitch mechanic is perfect for this.
James McMurray
Before you say "less dealy" look at the possible damage ratings of melee compared to ranged (assuming heavy pistols vs. monowhips or high strength).
Aaron
QUOTE (mintcar)
How about allowing a counter attack when the opponent rolls a glitch?

I, for one, really like that. You glitch, (one) opponent gets a free attack. You can still defend against it, but it's still a Bad Thing™ for the one that got the glitch.
Kyoto Kid
QUOTE (Azralon)
There is no "free counterattack" anymore.  SR4 gave that up, likely because someone with sufficient sword skill and one initative pass could kill a dozen guys in three seconds and THEN use his Complex Action to drink a cup of coffee.

Cool? Maybe. Realistic or game-balanced? Not so much.

This was how the original Kyoto Kid managed to survive with only 2 dice of initiative. Basically she usually had the upper hand on most of her attackers skill wise - particularly after bonding her force 3 weapon focus added to her +4 combat skill with Edged Weapons that in turn was specialised in Katana to rating 8 (which equated to 15 dice before applying combat pool). On top of this, she had Combat Sense 2 which added even more dice to her CP (which I believe was 13) Usually she would only need to apply a couple of dice from the pool to augment her counterstrike. Took out a lot of bad guys this way.

With the Counterstrike rule a thing of the past, KK 4.1 (the SR4 version) now has Improved Initiative 2 for 3 passes.
mintcar
QUOTE (Aaron)
QUOTE (mintcar)
How about allowing a counter attack when the opponent rolls a glitch?

I, for one, really like that. You glitch, (one) opponent gets a free attack. You can still defend against it, but it's still a Bad Thing™ for the one that got the glitch.

No need to be unspecific. You glitch, the opponent gets a free attack. Even though you can fight more than one opponent you can this far only attack one at a time, so you can only glitch against one at a time.
Jhaiisiin
In any given melee, you're only going to have a chance to toss out so many "free" hits like this. Any thoughts on what to limit this to?
mintcar
How about 3

But I don't think it's likely to happen too many times with the same character in any given round.
James McMurray
If you're so bad at fighting you glitch that often, you'll probably just want to go full defense and scream for help. If that's not an option, you're probably dead anyway, the glitch rule will just speed things up.
mintcar
Yeah. But a scenario were a good fighter faces 20 fighters with a dice pool of 2 could, although highly unlikely, occur. In that case the good fighter should a) be a bit sore from the last 10 or so attacks he had no way of blocking b) get, I dunno, 3 or 4 counter attacks at least. But even with less opponents and higher skills there is a small possibility of a high number of counter attacks.

I don't think it's likely to even be a problem, but just in case you may want to set a limit that seems reasonable.


<edit> Though I now realize that the 20 guys with a dice pool of 2 would actually all have dice pool 6 due to the friends in melee rule... So for the example to work they would all have to be cripples too grinbig.gif )
James McMurray
QUOTE
But a scenario were a good fighter faces 20 fighters with a dice pool of 2 could, although highly unlikely, occur.


Or you could have the outclassed fighters realize it and run away. Same outcome, less dice rolling. smile.gif
neko128
QUOTE (James McMurray)
QUOTE
But a scenario were a good fighter faces 20 fighters with a dice pool of 2 could, although highly unlikely, occur.


Or you could have the outclassed fighters realize it and run away. Same outcome, less dice rolling. smile.gif

While 3-4 badly outclassed fighters might say "Oh, crap!" and run away, mob mentality can go quite far. Where 4-5 might be unconvinced it's worth it, 20 could quite easily say "There's way too many of us, even if he could kill us individually by breathing too hard".
mintcar
See my edit there. Because they are 20 they are no longer outclassed, and the lone fighter would no longer get as many chances to counter attack. Seems to be working fine.
mintcar
As a matter of fact a limit does seem like nothing but a safety measure. The chance of enough really bad attacks being targeted on the same opponent to give that opponent a disturbing number of counter attacks is very slim.

The guy would havet to be attacked by a party of like 4 combatants with wired reflexes 3 and an agility of 2, that never learned how to fight ohplease.gif , or an entire village of cripples (that also don't know how to fight).
GrinderTheTroll
QUOTE (mintcar)
See my edit there. Because they are 20 they are no longer outclassed, and the lone fighter would no longer get as many chances to counter attack. Seems to be working fine.

If we're shooting for reality here, the key to fighting multiple opponents is if you are surrounded in close (3-4 guys) (explode) outward and hurt as many as fast as you can and get out of the middle. If you have some time, you keep moving (cutting) so you really only fight 2-3 at a time. You'd find that really hurting the first couple of opponents will cause the rest to think, "Holy crap" and back down.

If you are good enough, there is really no limit to how many counterattacks you could perform against multiple opponents. If you keep the above philosophy in mind, you won't be fighting more than 2-3 (ideally 1 on 1) at a time.

Yes it makes combat monsters out of players, but well trained professionals are just that when it comes to combat situations and well trained bad-guys shold be just as good.
mintcar
QUOTE (GrinderTheTroll)
QUOTE (mintcar @ Apr 7 2006, 09:42 AM)
See my edit there. Because they are 20 they are no longer outclassed, and the lone fighter would no longer get as many chances to counter attack. Seems to be working fine.

If we're shooting for reality here, the key to fighting multiple opponents is if you are surrounded in close (3-4 guys) (explode) outward and hurt as many as fast as you can and get out of the middle. If you have some time, you keep moving (cutting) so you really only fight 2-3 at a time. You'd find that really hurting the first couple of opponents will cause the rest to think, "Holy crap" and back down.

If you are good enough, there is really no limit to how many counterattacks you could perform against multiple opponents. If you keep the above philosophy in mind, you won't be fighting more than 2-3 (ideally 1 on 1) at a time.

Yes it makes combat monsters out of players, but well trained professionals are just that when it comes to combat situations and well trained bad-guys shold be just as good.

Mearly speaking of the +4 friends in melee modifier, and how it will cause the mob to glitch less than they would without it thereby automaticly limiting the number of counter attacks a guy could get when being attacked by a class of pre-school kids or whatever could otherwise cause a storm of glitches.

ThatSzechuan
QUOTE (Jhaiisiin)
In any given melee, you're only going to have a chance to toss out so many "free" hits like this. Any thoughts on what to limit this to?

Target you rolled the glitch against, once per phase?
GrinderTheTroll
QUOTE (mintcar)
QUOTE (GrinderTheTroll @ Apr 7 2006, 11:57 AM)
QUOTE (mintcar @ Apr 7 2006, 09:42 AM)
See my edit there. Because they are 20 they are no longer outclassed, and the lone fighter would no longer get as many chances to counter attack. Seems to be working fine.

If we're shooting for reality here, the key to fighting multiple opponents is if you are surrounded in close (3-4 guys) (explode) outward and hurt as many as fast as you can and get out of the middle. If you have some time, you keep moving (cutting) so you really only fight 2-3 at a time. You'd find that really hurting the first couple of opponents will cause the rest to think, "Holy crap" and back down.

If you are good enough, there is really no limit to how many counterattacks you could perform against multiple opponents. If you keep the above philosophy in mind, you won't be fighting more than 2-3 (ideally 1 on 1) at a time.

Yes it makes combat monsters out of players, but well trained professionals are just that when it comes to combat situations and well trained bad-guys shold be just as good.

Mearly speaking of the +4 friends in melee modifier, and how it will cause the mob to glitch less than they would without it thereby automaticly limiting the number of counter attacks a guy could get when being attacked by a class of pre-school kids or whatever could otherwise cause a storm of glitches.

The thing for me is that, even the glitch of a superior fighter is not the same glitch a less trained fighter would make. If they are good enough, even a well trained might not be able to act on it.

I'd argue that if your skill is less than your opponent's skill, you can't counterattack unless they score a critical glitch.

As far as preschoolers go they'd be untrained (0) and have to default to an attribute (1) with a -1 dice pool. Since they'd have zero pool, and they split it +2 dice and -2 dice for you (is that possible?) then you'd still make lunchmeat out of them. All this assuming a zombified mob of preschoolers would be gunning to kill you.

The main idea here is, don't fight a group of enemies and stand in the middle, maximize the situation in your favor.
James McMurray
Allowing a counterattack factors in their skill, as you still have to hit them with your free attack, so thte glitches of trained fighters will be less severe than the glitches of untrained ones (who may glitch again on their dfense roll).
mintcar
GrinderTHeTroll: You're missunderstanding me. My examples are just silly ways of trying to make the point that; there is really no need to worry about limiting the number of counter attacks possible due to your opponent glitching.

Off course you'd make lunchmeat of either pre-school kids or cripples, the point is that they would have to be that bad fighters to give someone any serious number of counter attacks due to glitches in one round. And even then the friends in melee rule will prevent the number of attacks from becoming rediculous.
GrinderTheTroll
QUOTE (James McMurray @ Apr 7 2006, 10:58 AM)
Allowing a counterattack factors in their skill, as you still have to hit them with your free attack, so thte glitches of trained fighters will be less severe than the glitches of untrained ones (who may glitch again on their dfense roll).

@mintcar: Ooops, looks like I misunderstood your point, sorry 'bout that!

[edited]
Voran
I think if you were running a hong kong cinematic type game, you could go back to the earlier rules that let the more skilled combatant go on defense and kill the crap outta mobs of lower skilled attackers.
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