QUOTE (Dixie Flatline @ Mar 9 2010, 01:47 AM)

I personally miss the old damage codes in earlier editions of SR. The toughness to soak being independent of the actual amount of damage inflicted rocked. It led to a *lot* more variation in the guns than we have in SR4. In SR3, you'd up the damage to deadly pretty easily in an execution, and then any remaining successes would go towards upping the soak difficulty as high as possible. Therefore, while you *could* kill someone with a .22 to the back of the head, your .357 or .45 is going to be a lot more reliable.
It was more math, but felt better to me.
Yes. Although 4th is much better in many ways, the separation of damage into power and lethality opened up a lot of depth and it's one of the things I mourned when we lost it.
That aside, I've been looking at the Doctor Who: Adventures in Time and Space game (Hey, I grew up in Britain. Of course I watch Doctor Who). It's a really quick and simple system and you know what? It's combat-damage rules are more realistic than Shadowrun.

You roll to hit and the target rolls to dodge. If you win you hit and if you hit, you do the appropriate amount of damage for your weapon, possibly scaled by the degree of success. If there's a particular place that is natural to be hit, then that's where you hit. Otherwise, roll on the chart for a hit location. Damage comes directly off an appropriate attribute which could be Strength for a torso shot, but perhaps Co-ordination or Awareness for a blow to the head. You reduce damage by the amount of armour. So if you're wearing a leather jacket and you get hit in the back, you can take a point off the damage (leather jackets aren't great armour). But unless you're wearing the jacket on your head for some reason (you bannana!), then it's not going to help you there. Even this brief description makes it sound more complicated than it is given that the combat rules are entirely the same system as everything else in the game. The point is that running that system, although it seems rules light, it actually gives more believable outcomes than Shadowrun without invoking GM fiat. If you get hit in the leg with a baseball bat and you're wearing a chainmail shirt, then the chainmail shirt doesn't help you and the damage affects one of the leg-based attributes, not your awareness for example. In Shadowrun, the chainmail shirt would protect your shins when they're struck and the resulting damage would affect your ability to speak French (for example). And it does all that with thirty times as many rules. The response to this from some would be that the Doctor Who game achieves this by relying on vagueness and GM whims. But my point is that it actually doesn't. It covers situations, it just does so in a very efficient manner. This isn't a criticism of the Shadowrun 4th rules. They are simply different and have different consequences. For example, it's fairly impossible to really build up your character in Doctor Who on the grounds that neither a couch potato nor an elite soldier are going to find any difference when it comes to bluffing a cyberman army into invading the wrong dimension.

Still, it's worth considering seeing as the subject of this thread is games that get it "dead on". Doctor Who does without invoking GM fiat or whims.