deek
May 24 2007, 02:15 PM
I agree thhe GM should have some situation modifiers, but I kinda feel that those are handled with thhe base rules.
I'm leaning on changing melee to simple actions...but leaving the DV alone...I certainly don't want to break thhe feel of thhe game, but I don't think everyone will start using melee with this change...I'll have to look over thhe weapon table again, just to make sure that second attack in a round doesn't create problems.
What I may do though, is just add a new positive quality, for say, 10BP, that allows a fighter to move melee attacks to simple actions...
kzt
May 24 2007, 02:18 PM
| QUOTE (toturi) |
You are also talking about Mr Average-would-be-cop-stabber (which means his speed and skills are as good as Mr Average Cop). |
Actually, the average cop is a lot better than the average thug. They get formal training in various armed and unarmed techniques and are required to demonstrate skill on a regualr basis. You don't (thank god) run into Matix and Platt types very often.
Ravor
May 24 2007, 02:22 PM
*chuckles*Aye, I'm done with thhe discussion in thhe thread, but just wanted to chime in and say hey
sunnyside.
kzt
May 24 2007, 02:27 PM
| QUOTE (psychophipps) |
You try this on some of those combat handgunning guys or quick-draw artists who draw and blow off 8 rounds accurately in around one second and your assailant in question is about to have a really bad day at the office. |
I had an instructor who'd seen Bill Jordan shoot. Jordan was hitting quarters shooting from the hip at 25 yards IIRC. Jordan could draw, shoot and hit in 0.27 seconds.
The instructor said that if anyone could learn to shoot like Jordan he'd teach things totally different, but guys like Jordan are just weird anomalies and the way they do things only works if you are as gifted.
HappyDaze
May 24 2007, 02:27 PM
| QUOTE |
| Actually, the average cop is a lot better than the average thug. They get formal training in various armed and unarmed techniques and are required to demonstrate skill on a regualr basis. You don't (thank god) run into Matix and Platt types very often. |
I've never been a cop, but I was a probation officer. I was cautious, but never felt overwhelmingly threatened by the 'average thug' - too bad I was exclusively assigned felony offenders requiring 'intensive supervision' (typically drug and violence charges up to aggravated assault). Caseload of only 12-15, and most of them were trying to stay pretty straight, but when they went bad, it was pretty ugly. I hated that job and actually went back to corrections after only a year.
sunnyside
May 24 2007, 05:22 PM
@deek.
Actually if you still have a copy you might want to look at SR3's special melee rules(cannon companion?). They improve things and in addition are fun(at the cost of simplicity). Most of the special things are simply add on effects like "does not take penalty for fighting multiple foes at once" and so it's pretty easy to just slap the rules in. You also might want to add the idea of an "all out attack" which would give melee guys up against gun guys another advantage.
Also I just re-read the subduing rules. If I ever get the low str min/maxed character that GMs complain about I have a feeling they will quickly become my friend. I think those rules prove decisive in shifting the balance of melee/H2H/guns Remember they have to use a complex action to break free. So unless the gun guy has better wires once they break free the H2H guy gets another chance to grapple them.
And seriously disarm works pretty well too. With charging, reach, and a significant str difference disarming should be very reliable.
Finally I meant to just hh
once otherwise you look ridiculous.
Sympathy for game system writers +200%
mfb
May 24 2007, 05:57 PM
| QUOTE (deek) |
| I'm leaning on changing melee to simple actions...but leaving the DV alone...I certainly don't want to break thhe feel of thhe game, but I don't think everyone will start using melee with this change...I'll have to look over thhe weapon table again, just to make sure that second attack in a round doesn't create problems. |
i don't think punching someone should be as fast as shooting them. squeezing a trigger is a tiny motion, punching someone is a big one. big motions should take more time. upping thhe damage of bladed weapons makes more sense to me.
making melee a simple action would actually make it a lot more useful than changing thhe DV of certain weapons, because of what you could combine it with. you could melee targets that would otherwise be out of reach by sprinting and then meleeing in thhe same pass; you could knock someone down with a melee attack and then shoot them, making it harder for them to dodge.
deek
May 24 2007, 06:16 PM
What are the general thoughts of making the switch from complex to simple actions as a positive quality/adept power (similar to nimble fingers) and the cost? I threw out a 10BP positive quality to melee with simple actions as a suggestion.
knasser
May 24 2007, 06:57 PM
| QUOTE (deek @ May 24 2007, 06:16 PM) |
| What are the general thoughts of making the switch from complex to simple actions as a positive quality/adept power (similar to nimble fingers) and the cost? I threw out a 10BP positive quality to melee with simple actions as a suggestion. |
I think it's too unbalancing for some characters to have melee actions as simple whilst others have it as complex, no matter what the cost. It becomes a compulsory purchase for anyone who wants to melee and it's bad when one option becomes the only sensible choice.
But I'm not against the idea of them becoming simple actions for everyone. I'd have to think about it, but I don't object to melee combat becoming more deadly. It would make melee combat the preserve of the very brave or crazy. Which could be good.
X-Kalibur
May 24 2007, 07:06 PM
Maybe have it change actions types depending on what it is? An axe, sword, monowhip, halberd would likely require a complex action to swing about, whereas a knife or pugilism would be down to simple actions.
sunnyside
May 24 2007, 07:06 PM
Actually while it doesn't help cleave through piles of security guards I think the whole disarm/subdue thing puts one on one combat in SR into the close combat specialists camp.
And, more importantly, that makes overal balance favor a balanced character. The classic sammy who uses guns primarily, but has the spurs+close combat group if they need them and some decent muscle.
Also if a melee guy is closing they are free to use dodge on the approach. They can also "prepay" a full dodge if they're worried they won't win out on initiative, or, due to multiple passes, if they worry they won't close.
And all this goes double when you consider that most SR combat occurs at shorter ranges. If the defender doesn't have an action held or have a good surpurise roll they may very well not be able to shoot at a melee guy. Seriously read the surprise section. If you pull off the ambush with your +6 die pool they don't get to roll defense. Then it is a lot like you're shooting them when attacking with your bladed weapon, giving you pretty near a 100% chance to disarm and a significant chance to just end them.
Just try running a couple fights on paper (or excel) of a melee guy and a gun guy. With the melee guy not being stupid. (meaning they will subdue or disarm whichever is more likely to work). Remember getting that gun back, assuming it didn't break, is going to provoke an intercept attack, and if you get hit you can't get to the gun.
So I would consider the SR4 melee guys arsenal to now include
(using bold as this is the more relevant bit of info)
-3 modifier to gun guy
intercept rules
ability to possibly close before getting hit in many situation.
Freaking awsome surprise rules, helllllo combat sense
attack to subdue!
attack to disarm!
Prepaid full defenseIf you want to try all that out in your campaign maybe have an assault by slightly smarter ghouls. On ambush they'd roll 16 die for the surprise test. Even with their low agility they should have little trouble subduing or disarming many players with the charge bonus and "friends in combat" bonus assuming the ghouls outnumber the PCs by a reasonable 2 to 1. Twelve-eight dice against no dice should work pretty well (be sure to subdue the mage

) Even if some char made the surprise test if they don't have cc skills 12-8 die for a couple attacks should be rough.
At that point it'll be up to the high str close combat type fighters who held their weapons or can bust out of a grapple to save the day.
What if your party is the min/maxed type with low str and not much for close combat skills? Well I guess it's time to burn(or at least spend) some Edge. (after all ghouls are kinda crappy oponents even at 2-1, a liberal slathering of edge should prevent a party wipe, but they'll be on notice. )
It'll be delicious.
(super shooter wired sammy).
They knocked my gun out of my hands? Well I walk over and pick it up then shoot them.
Ok, the three ghouls adjacent to you get intercept attacks with +4 firend modifiers.
StealthBanana
May 24 2007, 07:32 PM
I was shot once. I didn't really like it.
deek
May 24 2007, 07:40 PM
| QUOTE (knasser) |
I think it's too unbalancing for some characters to have melee actions as simple whilst others have it as complex, no matter what the cost. It becomes a compulsory purchase for anyone who wants to melee and it's bad when one option becomes the only sensible choice.
But I'm not against the idea of them becoming simple actions for everyone. I'd have to think about it, but I don't object to melee combat becoming more deadly. It would make melee combat the preserve of the very brave or crazy. Which could be good. |
I would agree with that except for the fact that there are other positive qualities that give benefits that you have to pay for. Same thing with adept powers, specifically, Nimble Fingers, allows many simple actions change to free actions, so there is already a mechanic for this (the mechanic is pay karma/bp/magic points get a reduced action time).
But, I do agree that it makes sense for melee to be a complex action, from a realism point of view...but that isn't as fun in the game...
@sunnyside
Oh, I certainly agree, the strategy to subdue or even disarm first is a the best way to use melee...and again, I am going to see how our next few sessions go with just using RAW. I missed out on subdual, disarming and interception, three things that would have been used during this PC fight and I think that would have balanced everything...
kzt
May 24 2007, 11:33 PM
| QUOTE (StealthBanana) |
| I was shot once. I didn't really like it. |
Bullets are definitely another case where Tis better than give than receive. Even the little "wimpy" bullets are bad. As someone once pointed out in a discussion of hold-out guns, "I've never heard of anyone saying that they enjoyed being shot with a .22 or .25".
StealthBanana
May 24 2007, 11:55 PM
.22 round is my only experience, and I can safely say that it was not enjoyable. I would not like to meet his larger brothers.
MaxHunter
May 25 2007, 12:49 AM
I haven't tried this idea out, but it may help those who think monowhips are too deadly. Make monowhips a "gremlins" weapon. That is, using your monowhip would imply adding a couple of "1s" to thhe roll. That would certainly make them more unwieldy and less of a cheap advantage.
But as I have said, I haven't needed to modify anything yet, most characters in my groups have some melee skills, there have been a couple of melee specialists in here and they stood their ground. Also, no player has ever wanted to make a monowhip wielder. I did have three active characters running around wielding dual Ruger superwarhawks, though. Now there are only two left, and I like them quite a lot.
Oh, "thhe"
Cheers,
Max
MGibster
May 25 2007, 01:02 AM
What about a firearm that used bowie knives as ammunition?
Marc
Whipstitch
May 25 2007, 01:45 AM
At first, I thought that thhe bowie knife idea is just really silly, but then I remembered that trolls can wield bows powerful enough to launch a fraggin'
rebar at people. So I say, sure, what the hell.
Crusher Bob
May 25 2007, 04:16 AM
Why not just get yerself a
rocket propelled chainsawPart of the problem is that it's impossible for an unaugmented person to have more than one initiative pass, yet you can punch someone several times in three seconds. Of course, you could claim that an unarmed attack is several punches, kicks, or whatever, not just one.
kzt
May 25 2007, 06:18 AM
| QUOTE (Crusher Bob) |
| yet you can punch someone several times in three seconds. |
An average person with some skill with a pistol can shoot someone at least 6 times, more if not worrying a lot about aiming, in 3 seconds. I'd suggest not going there.
knasser
May 25 2007, 09:37 AM
| QUOTE (deek) |
| QUOTE (knasser @ May 24 2007, 01:57 PM) | I think it's too unbalancing for some characters to have melee actions as simple whilst others have it as complex, no matter what the cost. It becomes a compulsory purchase for anyone who wants to melee and it's bad when one option becomes the only sensible choice.
But I'm not against the idea of them becoming simple actions for everyone. I'd have to think about it, but I don't object to melee combat becoming more deadly. It would make melee combat the preserve of the very brave or crazy. Which could be good. |
I would agree with that except for the fact that there are other positive qualities that give benefits that you have to pay for. Same thing with adept powers, specifically, Nimble Fingers, allows many simple actions change to free actions, so there is already a mechanic for this (the mechanic is pay karma/bp/magic points get a reduced action time).
|
Well nimble fingers converts some limited simple actions to free ones, such as emptying a clip from a gun. I take your point, but I think a power that converted melee attacks from Simple to Complex is a different order of magnitude entirely. I'm not against doing that necessarily. I just think that making it other than universal makes things very unbalanced. There are other powers you can buy that improve melee, that's not thhe problem. It's that any character that wants to be a melee combatant takes this power as a pre-requisite every time.
I personally think that the best solution is upping the damage of (most) melee attacks. My reasons are as follows:
1. Switching melee attacks to a simple action severely tips the balance in the favour of those with extra initiative passes. That may be realistic that they win, but it already is considerably in their favour and this magnifies things to a much greater level. A character with WR2 got a couple of extra attacks which won most fights. But now he gets four extra attacks. The scaling has just shot up.
2. Increased damage seems more realistic to me. I'm not an expert on this, but when a light pistol firing 9mm does 4P, I would think that Mr. Average (Str 2) would do more than 2P. I don't know much about guns, but I have done some martial arts training against knives and even against someone who doesn't have a clue what they're doing, it's way too easy to see the sort of damage you would take. Get a friend to pick up a big fat red marker and try to slash and stab at you. Do it naked so you can see where exactly you would have been slashed open. (Don't let anyone see the two of you doing this).
There are reasons why the pistol might do more damage in some locations or for some reasons, but these are already taken into account with the rules for net hits and the fact that it's a simple action so you can fire more often. Shadowrun has an abstract damage system and in that case, I think knives in the hands of Mr. Average should be as damaging (and probably more) than a light pistol.
3. The reason for melee being a complex action whilst firing a pistol is a simple one, is, I think, because that is how it is in real life. Up close melee combat is much more involved with dodging, advancing, trying to get past each others guard. It possesses a degree of interaction between the opponents that firing guns at each other does not. Yes, you could take longer firing a pistol, but this is covered by the aiming rules. Melee simply is more complex than shooting at someone.
4. Increasing the damage of melee weapons wont affect the play of a lot of characters because it still suffers major disadvantages compared to guns. In the hands of a very high strength character, bows can be very powerful indeed. But you don't see many characters carrying them because, well, there are too many reasons why guns are better. So I don't see many negative consequences.
5. Increasing the damage of melee weapons will have an effect that, at least I personally, think is a positive one. It makes melee more deadly. I think requiring a slightly higher degree of craziness for people to go charging in to hand to hand combat adds more flavour. I want players to see it as a risky situation that could all too easily go wrong.
So given these reasons, I'm in favour of upping the damage of at least edged melee weapons. The only problem I have is trying to balance high-strength characters like trolls. I'm not yet sure if I should however. Trolls really are nature's melee combatants.
odinson
May 25 2007, 10:47 AM
| QUOTE (knasser) |
I personally think that the best solution is upping the damage of (most) melee attacks. My reasons are as follows:
2. Increased damage seems more realistic to me. I'm not an expert on this, but when a light pistol firing 9mm does 4P, I would think that Mr. Average (Str 2) would do more than 2P. I don't know much about guns, but I have done some martial arts training against knives and even against someone who doesn't have a clue what they're doing, it's way too easy to see the sort of damage you would take. Get a friend to pick up a big fat red marker and try to slash and stab at you. Do it naked so you can see where exactly you would have been slashed open. (Don't let anyone see the two of you doing this). trying to balance high-strength characters like trolls. I'm not yet sure if I should however. Trolls really are nature's melee combatants. |
I agrees with this. Anyone I know who ends up fighting at the bar never ends up fighting very long before someone hits the ground. Upping the damage to str not str/2 would be reasonable. Unarmed attacks still do stun damage so it's not like they are deadly. A knife would do 3p on an average human (str 2). Thats comparable with a light pistol.
The thing that bugs me is being able to block melee weapons with unarmed. In your example with the red marker I would wonder how many of the marks would be on your forearms as your tried to block his attacks?
On a side note, the players ended up being captured and losing their equipment last game so they did make use of unarmed and it did turn out ok. They switched to guns as soon as they killed the first armed guards though.
knasser
May 25 2007, 12:17 PM
| QUOTE (odinson) |
| The thing that bugs me is being able to block melee weapons with unarmed. In your example with the red marker I would wonder how many of the marks would be on your forearms as your tried to block his attacks? |
Quite a few. (I would like at this point to emphasize that my martial arts experience is not solely limited to drawing lines on each other). Of rather more concern actually, was that there were a lot of lines on my legs. That femoral artery is a big target. All in all, it was an effective way for my teacher to introduce the whole subject of knife defence.
Blocking unarmed is possible though it's more grapple really. I'd certainly prefer to have my tonfa (the only weapon I'm actually any good with other than my body). I could use a knife, but I wouldn't. They are nasty.
sunnyside
May 25 2007, 12:35 PM
As i mentioned earlier my rational for blocking using unarmed has a lot to do with assuming armored sleeves forearms. Which is typically the case. Sort of how healing assumes some modern medicine (at least in order to rationalize it).
Actually while it requires some stripping down a marker is a good knifish thing. Still I think marker vs squirgun will produce fairly decisive results.
Also remember in SR targets wear body armor. In a number of melee simulation things you get people do quick flourishes with no power to connect. Now if you actually were knife fighting naked, that would actually be enough to do some damage (in SR and RL). However your SR char would have some degree of protection all over. So the knife would have to connect reasonably solidly to get through the armor.
Oh and again SR4 is extremely miserly with their target numbers and have really lost a degree of freedom. So while while str/2 may seem small I don't think the answer is to have trolls cracking open main battle tanks with a club. Really it seems what you want is just a small modifier across the board. Like +1 damage to everything. I could see that.
deek
May 25 2007, 12:51 PM
Knasser...yeah, you are convincing me against more melee attacks...that does make sense...I'm kinda split between upping the damage by removing a divisor vs. just adding something across thhe board as sunnyside suggested.
I'm probably just going to hold off on everything though, as the problem I faced last week was a gunman moving out of melee before every action, so, no interception chance and he was never getting a -3 penalty. Interception was an oversight on all our parts, so I think that solves that issue.
As to making melee weapons more viable in combat...I'm not sure that is where we would take our campaign, even if they were more deadly...
This has been a great thread though, thanks for all the contributions!
mfb
May 25 2007, 01:31 PM
interception and, i'd suggest, applying penalties for the entire action. if someone starts their action in melee, they're counted as being in melee for their entire action. if they move out of melee, then the modifier no longer applies once their action is complete.
sunnyside
May 25 2007, 02:11 PM
| QUOTE (mfb) |
| interception and, i'd suggest, applying penalties for the entire action. if someone starts their action in melee, they're counted as being in melee for their entire action. if they move out of melee, then the modifier no longer applies once their action is complete. |
So you're say if on simple action 1 they put a bullet between their attackers eyes they'd still have the -3 penalty to shoot target number 2?
Also with disarming do you guys think their should be some kind of test or a triggered attack of intercept if the gun guy decides to draw and fire their back up weapon.
At least would the -3 apply to a quickdraw attempt?
mfb
May 25 2007, 03:04 PM
i'm saying that if melee guy punches shooter guy, and then on shooter guy's phase shooter guy takes six steps back and shoots melee guy, shooter guy still takes the -3 penalty for being in melee combat because he started his phase in melee combat. next pass, if melee guy doesn't jump into melee with shooter guy again, shooter guy will be out of melee and won't take the -3.
Kyoto Kid
May 25 2007, 03:08 PM
...that sounds fair. Otherwise the penalty is almost moot since Shooter guy can always move before firing.
toturi
May 25 2007, 04:21 PM
| QUOTE (Kyoto Kid) |
| ...that sounds fair. Otherwise the penalty is almost moot since Shooter guy can always move before firing. |
I think that that's exactly the point of that modifier. The penalty is for while engaged in melee; moving out of melee, the character is no longer engaged. The penalty is moot unless the shooter is cornered or unable to disengage.
sunnyside
May 25 2007, 04:38 PM
Actually I think I would let them off the hook for the -3 if they manage the apropriate intercept test. Which they probably won't. Or if they remove their adversary.
By the way I hadn't added it to the list before. But don't forget the knockdown rules. Even if you're just using a regular attack there is a fair chance that you floor your opponent. And if they don't make their roll they can't get back up. Even if they do they can't move away. And even if they're trying to move away you'll keep up with them (even if you don't have an action that pass).
Actually mechanics wise that little dance gets complicated to juggle. So I think applying the -3 as they move is just an easier way to handle it. But again if they actually manage to win an intercept test to move away or if their opponent goes down I think I'd let them be free of the penalty.
The downed char should be strightforward. The intercept test thing is that winning it implies you did something particularly eviasive or landed a little kick to put your opponent off balance so you can disengage. Seems fair to let them get a shot in before they're re-engaged.
Plus every time the gun guy does that the melee guy gets a charge bonus.
deek
May 25 2007, 05:15 PM
I'm thinking along the same lines as sunnyside. The -3 penalty should not have to apply...the thing the guy retreating has to factor is, is by moving, he is giving his opponent a chance to hit him. If thhe -3 penalty is worth that much, to risk being damaged, I am fine with that. Once he is out of melee range, he can fire without penalty, but he does have to risk the attack...seems fair to me.
Sterling
May 25 2007, 05:31 PM
The discussion about the monofilament whip being superior to all is missing a few key points.
First, the monfilament whip is roughly equal to a troll physadept with strength 16 and killing hands. But when the cops stop the human with the monofilament whip and the hulking troll, who is going to jail? The human, since the monowhip is a forbidden item.
That's what this guns versus melee argument mostly devolves into; but most runners have fake licenses for their weapons. But anything forbidden is so illegal it's past the license issue entirely. And the key point here is what the GM allows. Nowadays, SR4 has Lone Star drones patrolling the skies. Much has been made about how when you enter a building, the system needs only a few minutes to detect your hidden PANs. The same rule would apply to walking outside, as every so often (YMMV) a Lone Star drone passes overhead, giving a cursory inspection of the crowd below. Eventually, one will roll the hits needed to spot your runner packing, and hit that runner's PAN for the appropriate license. Most runners wouldn't even notice the drone, it's just so much background noise.
It really boils down to what you're comfortable with. In my game, I have a new player whose character is an ork street sam. He's got a huge arsenal, but he knows only to carry a few weapons (two pistols in hidden arm slides) and his elephant rifle. I explained to him that the law enforcement types are going to be very interested in someone who carries massive amounts of weaponry, so he's stowing most of his firearms in a coffin hotel. This coming session he's going to get noticed and hassled by Lone Star, and maybe he'll reconsider carrying the elephant rifle (even though he has a permit for it). But the fact is if he just had the two pistols in an arm slide and used say, his fists, or a spring baton or something similar, he'd have decent range and really good stealth. Sure, nothing beats putting a half-meter hole in something with an elephant rifle, but that noise is going to let people know something's up. And a boom that loud might even bring a couple Wasps with Lone Star markings.
My point here is not to tell people how to run their games, or argue if guns or melee are superior to each other. Both have uses, and there's a tradeoff with each.
mfb
May 25 2007, 06:47 PM
the reason i apply modifiers for the entire phase is because it's too easy to abuse things otherwise. you end up with players trying to precisely micromanage every centimeter of movement, arguing about positioning and location, and all kinds of other crap. i don't use a battlemat, so it's not worth enforcing strict movement rules and all the headache that brings.
sunnyside
May 25 2007, 07:22 PM
| QUOTE (mfb) |
| the reason i apply modifiers for the entire phase is because it's too easy to abuse things otherwise. you end up with players trying to precisely micromanage every centimeter of movement, arguing about positioning and location, and all kinds of other crap. i don't use a battlemat, so it's not worth enforcing strict movement rules and all the headache that brings. |
I do agree with that in principle. I just think my logic tree goes.
-did the shooter win at an intercept attack roll
-is the melee guy neutralized (such as if the first shot downed them)
If neither is true the -3 applies, because via SR movement the melee guy should be able to keep up. Especialy considering the shooter has to sidestep instead of move forward.
WhiskeyMac
May 25 2007, 08:33 PM
There's a problem with carrying around an Elephant rifle even if it's legal. The fraggin thing is huge. And even if personal weaponry is legal, I seriously doubt that a wageslave wouldn't have a problem with an ork carrying around a rifle that is commonly used to put down huge beasts as personal protection weaponry. I live in Arizona and we have some pretty lax gun laws but anyone carrying around anything bigger than a 45 usually gets hassled so much that its a big waste of time.
Microwire (which is basically monowire in everything but name) is legal so that person carrying around a monowhip (which is hopefully either concealed in a fingertip compartment or a nice looking wrist watch) wouldn't be hassled unless a cop stopped and searched it. For all the drone knows on a casual look that is just a coil of microwire in the guys pocket.
hyzmarca
May 25 2007, 08:43 PM
If the police stop a Strength 16 Troll adept with Killing Hands then he's going to jail for being a Strength 16 Troll. Being a big strong troll is sort of like driving while black. It isn't actually on the books but in reality it is one of the most heinous crimes anyone can possibly commit.
And being a big strong troll is a far more severe crime in the Sixth World than driving while black is today and DWB often earns the death penalty.
You can conceal a monowhip very easily. You can't possibly conceal being a giant troll without magic.
Sterling
May 25 2007, 09:30 PM
WhiskeyMac, you're spot on about the elephant rifle, and like I said, he's going to learn about it this coming session.
But Microwire is not the same as monofilament. The latter is a nanowire that cuts through armor and bone with ease (p 305). Microwire will cut bare skin unless you're wearing proper gloves, which means it's not the same as the monofilament in a monofilament whip. It wouldn't be useful (or safe, or fun) to rappel down or climb using monofilament. Microwire (p 329) has some properties that sound like it's a poor man's monofilament, but I doubt you could make it into a microwire whip and achieve the same results as a monofilament whip. The description sounds like the weight put upon it is the reason it stretches so thin and can cause damage, but IANYGM (I am not your GM).
Hyzmarca, it's possible a very strong troll would be hassled in AAA areas, but I don't think the cops routinely hustle bigstrongtrolls off the street to be quietly killed. If they have a decent fake ID, there's a datatrail and plenty of metahuman rights activists to get all torqued off about bias.
Well, a chameleon suit would help you not appear as a big giant troll.
As for the concealability of a monowhip, that depends again on you or your GM. Is the handle of a monowhip holdout pistol sized (-4), light pistol sized (-2) or heavy pistol sized (no bonus)? I personally wish they had left the old concealability system in place (where it was per item) so there wouldn't be much room to debate. But if we say light pistol sized, then yeah, it just takes a lone star perception and intutition test to spot it. I'd say one hit lets them know you're packing, but the specifics would be vague (a light pistol sized object) and more hits means more detailed of a 'guess'. But one hit is all it would take to spot your monowhip, my friend. It's now up to you or your GM to determine what happens next. NOW your 'he's a big scary troll' might come into play, as cops would want to make sure he's not going to cause... trouble. If you look out of place, are of a 'disliked' metatype, are acting suspicious, or are cute and they want your number... then yeah, they have cause to stop you. But packing weapons isn't the cakewalk it used to be.
X-Kalibur
May 25 2007, 09:34 PM
Or you could do what I did, keep the whip in a fingertip compartment. It requires a perception + intuition (4) to even notice the fingertip has a compartment, let alone what is inside it.
Sterling
May 25 2007, 09:54 PM
| QUOTE (X-Kalibur) |
| Or you could do what I did, keep the whip in a fingertip compartment. It requires a perception + intuition (4) to even notice the fingertip has a compartment, let alone what is inside it. |
The fingertip compartment is a very smart move when it comes to monowhips. Probably the only safe way to transport something like that.
If a player bought microwire and built a poor-man's monofilament whip, it'd get treated like a monofilament whip. Those things have a 'forbidden' code for a reason, it's your (or your GM's call) how stridently that's enforced.
OSUMacbeth
May 25 2007, 11:33 PM
The short version of what I've done to melee combat.
1. Attacking is still a complex action. Making it a simple action swings the bar too much, makes it too much like firearms, and robs it of some of its distinctiveness. It also keeps a character from killing someone with a sword and then shooting his friend with a predator in the same round. Which brings up another reason I thought melee needed a buff; most fights in SR4 seem to last only a round or two. If a good gun guy can take out two folks a pass fairly easily, every pass, it doesn't seem unreasonable for the good melee guy to take out at most one per pass, especially since it will take some time to reach them. Though if you dual-wield you can shoot while running into range.
2. Str adds its full damage to DV. To compensate, trolls and orks now recieve a little less STR. But considering that melee in general is now more viable in my games, my two orks certainly haven't complained. Did this to keep orks and trolls from doing unreasonable damage.
3. Weapon stats have been slightly re-balanced. They now do a little more damage, so that it's still important which weapon you pick. Raising str alone has the side-effect of somewhat negating the relative strengths of weapons.
4. Dodge is still used against all melee attacks. A major dodger will still hose your ability to damage him, but then, you can't have everything.
5. Monowhip is either the same or very slightly better than it was. Don't have the new stats on me. It's still as good as it ever was, especially if you have a low strength, but it is now more in-line with other weaponry. Mono-whip is no longer the most powerful form of melee for standard-str races.
I've run things this way for a few weeks, and the game hasn't imploded. If you're on a run and both you and a gun guy are going balls-out, he'll still be more flexible and can outdamage you depending on what he's wielding. He still drops more people overall, unless they're clumped up, but spurs and swords are worth fearing again. If a good sam gets within melee with his blades out, you might want to dodge, as it's now possible for them to really hurt you.
To close, having run it both ways, I know now that we'll never go back to RAW. Everyone likes the changes too much. And we don't laugh at NPC adepts quite as much anymore. It's still being balanced, and may get weaker, but it's been lovely so far.
In related news, Renraku Red Samurai now have a reason to take those katanas off their back, which were largely decorative before.
OSUMacbeth
fool
May 26 2007, 01:47 AM
| QUOTE |
Or you could do what I did, keep the whip in a fingertip compartment. It requires a perception + intuition (4) to even notice the fingertip has a compartment, let alone what is inside it.
|
You're character named Johny M. by any chance
OSUMacbeth
May 26 2007, 03:42 AM
| QUOTE (fool) |
| QUOTE | Or you could do what I did, keep the whip in a fingertip compartment. It requires a perception + intuition (4) to even notice the fingertip has a compartment, let alone what is inside it.
|
You're character named Johny M. by any chance
|
On that note, I *heart* William Gibson. But anyone else notice his later stuff doesn't seem as good as his older stuff, like Johnny M. and Neuromancer?
OSUMacbeth
G.NOME
May 31 2007, 06:36 PM
Are you guys arguing about whether guns or martial arts are deadlier? Man....
That's like arguing if Les Paul or Fender makes the best guitars, regardless of who's playing them.
Obviously, skill is the deciding factor, all other arguments being specious.
http://tdatraining.blogspot.com/search/lab...?max-results=20http://www.leatherneck.com/forums/showthre...ead.php?t=30450http://www.youtube.com/watch?v=dKiCXa8KPXMAnd btw, the second trilogy was not as cool as the "Neuromancer" trilogy, but Mona Lisa Overdrive was pretty sweet.
fool
May 31 2007, 07:18 PM
| QUOTE |
On that note, I *heart* William Gibson. But anyone else notice his later stuff doesn't seem as good as his older stuff, like Johnny M. and Neuromancer?
OSUMacbeth |
everybodies early stuff is better than the later. Least ways in music bands. "They were so much better before they sold out man."
The thing that I heard about William Gibson, is that his latest work isn't set in the future, but involves all the really whacky techno stuff that's viable today.
kzt
May 31 2007, 10:02 PM
| QUOTE (fool) |
everybodies early stuff is better than the later. Least ways in music bands. "They were so much better before they sold out man." |
Actually most writers get better for the first few books as they learn to write better and get better at arguing with editors,etc. If they get famous they typically develop Clancyitis and decree that every precious word that they lay on paper is sacred and can't be edited, and their books go to crap as they balloon into huge plotless masses of goo.
Spike
May 31 2007, 11:37 PM
I wouldn't say that applied to Gibson. His Idoru stuff, while not everyone's cup of tea, were fairly tightly written and much shorter than Neuromancer as I recall.
I wouldn't say Clancyitis at all.
Synner667
Jun 18 2007, 08:00 PM
hi,
I don't think it's easy to compare Gibson's Sprawl series [the 1st set of 4 books] to his Bridge set as they're quite different - about different things, with different sorts of people.
Also, they're written at different times - Sprawl was the main [but by no means only] introduction to the Cyber genre for many people, its ideas and stereotype characters..
..The Bridge set doesn't appear Cyber because we're used to certain Cyber ideas and characters and technology.
The Bridge set is much more current, without so much of the Cyber that we came to expect from Gibson.
As for Pattern Recognition, it has elements of the Sprawl set [searching for a mysterious artist is straight out of Count Zero], but is just different.
I read a lots of Cyber, so Gibson's not the all-holy Cyber initiator for me.
Just my thruppence..