QUOTE (snowRaven @ Jan 25 2012, 05:41 PM)

See, you are assuming that there is either a wish to kill or a wish to knock out without injuring - this is false. Most often in a fight, the goal is to incapacitate as quickly as possible, using whatever means you have at hand. If using a weapon with more punch takes longer to incapacitate an opponent, something is not working as it logically should.
And yet that happens, even in real life, dependant upon circumstance.
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If there is a point in your skill curve where it suddenly starts taking more bullets to make an opponent go down, you become less effective. If you make someone unconscious, you can always shoot them in the face to finish them off after you have gunned down the rest of the opposition - if he's already dead, you'll save that bullet.
Sounds like you are arguing for using strictly non-lethal (Less Lethal) means of attack and then making a choice to either kill or not after the fact. Again, metagaming BS. In real life, a Bullet proof vest will allow someone to stay up and continue fighting when he would otherwise have fallen. I don't see organizations having this discussion. They use the most lethal option they can if they are trying to permanently take someone down, and the less lethal option if they want to interrogate them.
My point is that you have made the choice going into the situation. You are either going for non-lethal or lethal takedowns, Not the "Most Efficient". The reasson is becasue you cannot know ahead of time what will work out the best. Sometimes you choose poorly. Sucks to be you. You are trying to argue that the world should work in the character's favor all the time, and that is just not the way it works. Regardless of how you try to spin it, Physical Damage is always better than Stun Damage, if your intent is to actually Hurt someone. And if you are attacking them with a lethal (less than lethal) weapon, your intent is to damage them.
All things being equal, the man with no armor will fall to the gunfire just as fast as the armored up tank will fall to stun damage because the bullet never penetrates. Unfortunately, all things are not equal, and sometimes the armor just doesn't do its job correctly, and stop every bullet. That is reality, and the game world mimics that adequately.
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I don't have an issue with the armor doing it's job - that's fine. Armor works - it mitigates damage.
And yet, you are arguing that the result opf the combat becomes "Worse" for it doing so. See the disconnect?
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Why isn't he removing dice to increase DV? First of all, who said he isn't? Second of all, if he does that he's more likely to inflict physical damage, and if he's shooting at a target with a lot of pre-existing stun damage and no physical damage, the target is much more lilely to shoot back.
The issues is that the Shooter shouold never know the wound levels of the Target. You are arguing from a Metagame standpoint. The Character (and Ideally the Player) should never know the wound levels of the target they are fighting. They should make their roll, tally the net hits and give a damage number to the GM. The GM should apply damage reduction, and tally damage. Never should the Player/Character know how much of a mechanical effect that resolution produced, other than the narrative description given by the GM. I know that the argument here is that it is a Theroy situation, and that it is an issue because of that, but I say that is BS. This stuff happens in real life. Why should it not work that way in the Game World.
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The fact remains that if you inflict a mix of stun and physical, it will usually take longer to defeat your opponent than if you had inflicted only one type of damage. During the fight, both types of damage are equal, and for the purpose of the fight, having 6 boxes of each is most often more desirable than having 12 boxes of one type.
And I say
SO WHAT to that... That is how it should be. Because in the real world, people do not just take a single type of "wound" when push comes to shove. Sometimes the bullets hit the vest, sometimes they go through. Look, 2 types of damage. Wow, the encounter is now likely to take longer.
But, did you notice what you did here? You just proved my point. Look at what you just said... Here, I have highlighted it above. You have now said that it is more desireable to split your damage. That is DEFINITELY true for the defender. And it always will be; The attacker's wishes be damned. You cannot have it both ways. You cannot declare that the Shooter gets a single track, and the defender gets to have 2 tracks. In the end, the dice decide just how that plays out. It may go either way. The Desireable effect differs dependant upon who you are. Thanks for proving my point,
SnowRaven.

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Can you please answer these questions:
In what way is it BETTER in combat to leave your opponent able to keep attacking you?
In an ideal world, it isn't, unfortunately, the world is not ideal. You keep arguing that hte attacker should get all his cake and eat it to. The fact is, objectively, physical damage is better. it takes longer for it to heal, so therefore, i would rather inflict Physical damage than Stun. If that is my goal. If my goal is just to incapacitate as fast as I can do soi, tehn maybe I should go for another option. Shadowrun has myriad ways to accomplish this. BUT, if you are using firearms, and you load with lethal capacity, well, your goal has already been decided to not incapacitate. You have chosen a lethal option, and because so, physical is better than stun. That is your choice. It may not work out for you in the end, because of the capriciousness of the dice and the armor of the target (Remember, the target WANTS split tracks.)
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In what way is Physical damage BETTER than Stun damage if your only goal is to defeat your opponent before he defeats you? It doesn't matter which monitor fills up first; he's down and not a threat anymore. Why would it matter if he wakes up in an hour, a day, or not at all? You'll either have killed him before he wakes up, or left the premises. Physical damage doesn't give any additional penalties; bleeding doesn't matter in the least during the fight until you hit overflow (or, if using advanced damage rules, until you take 7+ boxes in one hit, fail an edge roll, and get a bleeding result).
Again, it is dependant upon situation. If yuo only care about incapacitation, you should probably go for a non-lethal method. Why? because it likely has the quickest route to your goal. If you did not choose such, your goal is not to incapacitate as quickly as possible. Unless you are competant enough to use a lethal method that will work all the time. I have absolutely no trouble, with an y of my characters, in eliminating a target with minimal exposure. Might be because I tailor my equipment to my purpose. If the players/characters are bitching about NOT being able to do so, maybe they should look htere, rather than blaming a perfectly functional mechanic.
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Your character is fighting Feral Ghouls - you know you'll be eaten if you fall. Do you think it is BETTER to be knocked out by stun damage than to remain standing with some stun and some physical in this case? If you're knocked out, you will die. If you stay standing, it can go either way.
Of course not. But, and here is the kicker, I would rasther die to the ghouls than be infected. Just my choice. But, my characters carry adequate armaments to cover that situation, and then they take great pains to not have to use that firepower. That being said, I have lost several characters to Ghouls in the past. Probably will do so again in the future. So what. It is a part of the game.
It sounds like you (generic, not aimed directly at you
SnowRaven) have situations that the players take issue with because they can't just push an "I Win" button. Stuff happens in a game that is outside of the control of the players and their characters. They really sound like they need to just suck it up and deal with it. I do not see this issue as an actual issue. And honestly, I think that many here are making it out to be more than it is. Especially since the mecahnic does EXACTLY what it is supposed to do.