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ThatSzechuan
QUOTE (Serbitar)
@Brahm

You are not reading what I am saying. Compare the conversion rule, where physical is converted to stun, with no conversion rule, where physical stays physical, and tell me what is better for the troll.

Then tell me that the conversion rules is balanced and works the way it is supposed to work.

If you can analyze anything in this very simple fact, then please tell me. Otherwise I tell you that you do not know what you are talking about.

ANd I am NOT talking about MY rules. This thread is simply about whether conversion rules are balanced and make sense or not.

Please read and think before you post. At the moment I have the impression that you deliberately want be funny by pretending not to understand anything.

I threw some rudimentary numbers together, with a maxed Body/Will Troll, and looked at the odds and average result of resisting 10 boxes of damage with 9 armor, 10 armor, and 17 armor [armor jacket, security helmet, ballistic shield, natural armor]

CODE
Body 15 = 15/2 = 7.5->8 + 8 = 16P
Will 6/2 = 3-> 3+8 = 11S

15+8+6+2+1 = 32 Soak, 17 armor
10S = 9.6 Successes, or 40% chance of 1 damage box, or 1/11th of capacity

15+6+2+2 = 25 Soak, 10 Armor
10S = 7.5 successes, or 50% chance of 3 damage boxes, 3/16Cap, and 50%
chance of 2 boxes, 2/16Cap.

15+6+2+1 = 24 Soak, 9 armor
10P = 7.2 Successes, or 80% chance of 3 damage boxes, 3/16Cap or
20% chance of 2 boxes, 2/16Cap.

1/11 = 0.09 Lasts 11 rounds
3/16 = 0.1875  Lasts 4 rounds on average [50/50 for 2boxes/3boxes]
2/16 = 0.125 7 rounds [4:1 3box:2box rounds]

The damage medium isn't specified, I just wanted a consistent level to test against. Basically, if this character is going for broke, the stun conversion isn't going to hurt them. The conversion hurts when you barely exceed the level needed for the attack, because the extra dice aren't enough to compensate for the proportionately lower damage track. I don't have much time or I'd test against a maxed out human and find their critical point, so to speak. [Though obviously against 10 boxes a max-tracked human will still fare worse on average than a max-tracked Troll.]

As for the proportions of this, bear in mind that the Troll here is shrugging off a blow that has a good chance of crippling or killing an average human, with not much more than a broken finger or a bad hangover.
Serbitar
QUOTE (Darkness @ Feb 7 2006, 07:16 PM)
@Serbitar, now i get your meaning.
*Head->Table*

We assume a body 8, will 3 troll, wearing 8 points of armor, having a 12 boxes physical and 10 boxes stun track.

With conversion rules in Effect (as per the RAW), if he's defending against  6 points of damage every time he's hit, he will go down after 10 hits (assuming average successes). Because he will deflect 5 points of damage (converted to stun) every time.

If we now assume the conversion rules "out of order", no conversion takes place, and all other factors remain the same. He will then go down after 12 hits (again assuming average successes), because he now deflects 5 points of physical damage every time.

So yes, he would last longer if the conversion rules weren't in effect. What that means to the game balance is another issue. But i now understand why you consider them unbalanced.

Thanks, thats my point.

I am aware of the fact, that the situation gets complicated, when you mix damage that falls under the conversion rule and damage that doesnt, but that doesnt change the fact that the principle of the conversion rule is flawed, because of the reasoning mentioned above.
Crusher Bob
Why not just join the two damage tracks? You get 8+(Body + will)/4 damage boxes (or whatever). Then just add your total damage taken togeter, if you fill up your damage boxes, your are incapacitated.

Example:
Joe Genero has 10 damage boxes
He takes 5 stun and 5 physical, he is KO'ed.

This rule may require some entension of the damage track +2-3 boxes?
Cold-Dragon
because if you do that, it sorta throws the whole' unconscious and living or unconscious and bleeding' bit out the window, and then it makes things more complicated as far as mages and several bits of ware go. How are you gonna adjust for that?
Azralon
Also you may as well call that a "hit point" system and remove the S or P designators completely.

Personally I like the two damage types, as it allows for a second dimension of damage-dealing. It could use some tweaks for added realism, sure, but at some point "ease of play" beats out realism.
Crusher Bob
On the other hand, the unified damage system makes it easier to beat someone unconscious whom you have shot several times first.

You can be 'dying' with your condition monitor full of physical, or you can just be unconscious, with your physical + stun equalling your number of damage points.
Cold-Dragon
You may as well cut the two bars in half or something then to help keep track or use the DnD numbers and make it officially hit point based on a low scale. nyahnyah.gif Or something like that, heh.
FrankTrollman
Or you could use a single damage track and put a single line through a box if you suffer stun and put two crossed lines (that is, an "X") in the box if you suffer physical.

-Frank
Darkness
Like in the WOD-System? wink.gif
Space Ghost
Just like exalted.
Stun damage = /
Physical Damage = X

So if you have three boxes of stun it reads: / / /
If you take two boxes of Phys you put an extra line through the first two slashes, and add the extra slashes onto the end of the track: X X / / /

This could make for interesting situations. Lets say you are dying (but awake) when an X reaches (10+Body) boxes, and fall unconscious when a / or an X reaches (10+Will) boxes. If your char has a higher Will than Body, he might be dying while awake, which should happen now and then. Once you start mixing Phys and Stun, it becomes way more likely that you will pass out long before you die since the / is always at the end of the track.

But then a super-high body only keeps you from dying, but doesn't keep you from passing out... That would even the playing field for humans. Not sure if that's a good thing.
Cold-Dragon
there's a reason a troll is given an advantage over humans, as well as disadvantages. balancing them back out just makes them ugly humans. nyahnyah.gif

You coulds till bleed to death while awake by a simple GM decision. perhaps a particularly powerful shot hit something vital, or else a called shot did it?
MK Ultra
I got the devious idea last night, to inflict an equal amount of stun, everytime someone suffers physical (but not the other way round wink.gif ). If armor is high enough, the char only suffers stun as usual.

That way, physical DV attacks would slow the opponent down much more than only stun. maybe its a bit heavy, have to test it, but I like my games a bit more deadly and I allways liked stimpatches and my players seldom use them smile.gif
Azralon
We switched over from Fuzion to Shadowrun when the new SR edition came out, but Fuzion had an interesting damage-tracking element that I liked. That system (or at least, the version we were playing) also has two damage tracks. A tough human would have around 30 physical hit points and roughly equivalent stun hit points.

Basically for every 5 full points of physical damage you took, you also got a "free" point of stun. Likewise, for every 5 full stun you got a point of physical. If you took 4 or less points from any one attack, you didn't get any rollover damage.

Example: I kicked a guy for 9 points once. He marked down 9 boxes of stun and 1 box of physical. If I had managed to squeeze in an extra point somehow, he would have taken 10 boxes of stun and 2 boxes of physical.

That way you could beat someone down with your fists, and while they'd recover from the stun damage quickly there was still some comparatively minor trauma (cuts, abrasions, busted lips, etc.) that lasted for a while. Likewise if someone gets shot or stabbed a lot but not taken down, they'd have a chance to recover some stun and catch their "second wind" as the minor stun damage goes away long before the wounds are healed up.

Damage recovery was on a different scale than Shadowrun, though. Stun damage went away in a matter of seconds (so "stun" is more of a "shock and disorientation" thing) while physical damage healed at, like, one point per day.

Anyway, there's something else on the table for you guys looking for alternatives to the RAW's damage tracking.
MK Ultra
Interesting, I had ideas like this for a long wile, but never realized them in my games.

For SR, you could have 1 free for every 3 or so.
Moon-Hawk
Which, of course, makes things more deadly.

For a similar, but less deadly, option, you could shift every third or fourth box to the other track, rather than adding a "free" box.
MK Ultra
I like deadly. Gunfights and Knifestitching are deadly! devil.gif
Azralon
QUOTE (Moon-Hawk @ Feb 9 2006, 12:51 PM)
Which, of course, makes things more deadly.

Agreed.

I like the "for every 3" for sake of symmetry. People would be taking 33% more damage, though, so the damage tracks would need to be 33% longer to compensate. Longer damage tracks mean you might want to rework the damage penalties.

The "shift every fourth box" is initially appealing to me but it still needs some further thought. You're sort of delaying one point of penalty in exchange for stacking up a different penalty at a slower rate.

Using that would make stun damage take longer to recover from, physical damage quicker to recover from, and overall penalties would progress a little slower. I'm not saying any of that is bad or good; I'm just saying what would happen.
Space Ghost
Is there any way that the shifted damage could be based on the armor you're wearing? Maybe add another stat for armor, or use a fraction of its rating...
ThatSzechuan
I'm considering a 2:1 conversion rather than a 1:1, and rounding as appropriate.
Serbitar
QUOTE (Space Ghost @ Feb 9 2006, 07:15 PM)
Is there any way that the shifted damage could be based on the armor you're wearing? Maybe add another stat for armor, or use a fraction of its rating...

My rule does this: Add the full umodified impact rating every time armor is not pierced (and thus converted) to damage resistance.
Moon-Hawk
QUOTE (Serbitar)
QUOTE (Space Ghost @ Feb 9 2006, 07:15 PM)
Is there any way that the shifted damage could be based on the armor you're wearing? Maybe add another stat for armor, or use a fraction of its rating...

My rule does this: Add the full umodified impact rating every time armor is not pierced (and thus converted) to damage resistance.

I don't follow. question.gif
MK Ultra
Me, too. frown.gif
Shrike30
He's saying that if the body armor causes a reduction from P to S, he uses the COMBINED TOTAL of ballistic and impact to reduce the stun damage... IE, your armored jacket (at 8/6) would provide 8 dice against a normal physical hit, or (8+6=)14 dice against a hit which was reduced to stun. Not a bad way to go about it.

If the round is usually resisted by impact armor, do you just double the value of the impact armor (flechette being a good example)?
Serbitar
Exactly.

Find the full rules in the newest version of SHP.
Azralon
Serb, just put your SHP self-promotion into your sig. That way you won't need to keep bringing it up in your posts themselves. smile.gif
Dissonance
What about stim patches, though? For 300y, you've got High Pain Tolerance 6. Mind you, I've had the book for all of, what, 3 days, now? And I've been too busy with my classload to actually sit down and read the damned thing, so it's all conjecture.
Cold-Dragon
When a stim patch wears off, you get an extra point if I recall. SO it's a risky temp job. Also, I think that regardless of the patches, if you go over the limit you're screwed, or else you're gonna need a lot of quick slaps before you overdose and die or whatever.
Dissonance
Yeah, but a rating 6 patch lasts for one hour.

EDIT: Wait a second. Isn't the base time to reduce stun damage one hour?
DigitalSoul
QUOTE (Dissonance)
Yeah, but a rating 6 patch lasts for one hour.

EDIT:  Wait a second.  Isn't the base time to reduce stun damage one hour?

One hour of rest. So putting on that stimpatch is more for finding a comfortable/safe place to lay down before you collapse in the street/crimescene/bar/etc.
Azralon
And note that a stimpatch negates your capacity to rest.
Shrike30
Oh, that's cute... I thought they lasted noticeably longer, for some reason.

I've got a shaman in my crew who uses stimpatches to hold himself together during huge summons. I should probably learn them inside and out.
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