QUOTE (Seth @ Jul 1 2011, 01:51 AM)
@Edana
I think I have already responded to this (see my last post), although I may be totally out of sync. I missed the initiative
I am unclear too about initiative and damage. I have always played it that it comes off your total (hence you are doubly effected). On reading the example given in the book, it was little clearer. The example was about being in the middle of a combat when you were damaged. In this case it won't effect the initiative order, so I won't worry about the answer
I'd like to know the RAW answer, and will use it when explained. I've raised a question in the main forum on this topic.
I'd like to fast track the Matrix combat, so here are my combat rolls for round 19. You get to go first, and if you hit Obediah at all he will go down.
IP 1: Obediah defends actually quite well given how wounded he is:
6 successes Assuming he is still around he attacks: He is quite vicous!
6 successes Base damage 6P
IP 2: I am not expecting him to last this long but...
3 successes, and I suspect that will be the end of it.
I think you missed the defense roll for the IP 3 attack on Round 18 (
here, 6 Hits).
Sequence to this point should be:
R18
IP 3: Move to current node, get attacked, full defense 6 hits dodges
IP 4: Full Defense, Obediah is out of actions
IP 5: Drop Stealth CF, Attack 5 Hits, Obediah defends with 3 hits, takes 13 damage minus soak
R19
IP 1 (Angel): Attack with 3 Hits, Obediah defends with 6 hits, no damage
IP 1 (Obediah): Attack with 6 hits, Angel defends with 10 hits (full defense), no damage
IP 2 (Angel): Full Defense from IP 1
IP 2 (Obediah): ??? Guessing it will attack, Angel defends with
7 Hits (full defense), ??? damage (guessing none)
IP 3 (Angel): Declare full defense
Ip 3 (Obediah): ??? guessing it will attack, Angel defends with
8 Hits (full defense, ??? damage (probably none)
IP 4 (Angel): Drop shield CF, Attack with
4 Hits, Obediah defends with ?? hits, 11+net hits damage (minus soak)
IP 4 (Obediah): Out of actions
IP 5 (Angel): Thread shield CF (buy 3 successes, no fading), remainder depends on whether Obediah is still around or not.
(It gets dragged out because Angel isn't really willing to get hit, and as I mentioned before, having more IPs virtually guarantees victory barring ridiculous luck. Assuming you use the 3 hits you rolled for defense on my next attack in IP 4, that's when the IC would be destroyed. If it does get destroyed, then on IP 5 I'm going to shut down the DDoS, otherwise I'll attack again.)
Damage modifiers affect Initiative Score, which is what you get from rolling initiative attribute and adding the successes to that attribute. So, if you have REA 4 + INT 4, your initiative attribute is 8, typical roll is 3 successes, so initiative score is 11, if you have 3 boxes of stun, you still have an attribute of 8, and still roll 8 dice, you just subtract 1 from the final result.. That part in the book is fairly explicit. However, there is no mention whatsoever of other dice penalties and how they affect initiative, which is why I'm uncertain on it. My gut reaction is that they are dice penalties, and only affect the number of dice you roll, not the attribute itself or the final score.