QUOTE (Tymeaus Jalynsfein @ Jan 26 2012, 04:41 PM)
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And yet that happens, even in real life, dependant upon circumstance.
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.
Often in real-life combat, the goal - even when using lethal ammo - isn't to kill, but to incapacitate. If you kill or not is usually irrelevant, as long as your opponent can't keep attacking you. It doesn't matter if he gave up, ran out of bullets, got knocked unconscious, or died. You 'won' if you are left standing and can chose what to do next.
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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.
Yet by using basic logic, the armored guy should - all things being equal - be able to withstand MORE punishment.
Are claiming that the discrepancy between damage types in very specific situations is intentional to introduce a 'chaos factor'? If so, why? The roll of the dice is the chaos factor that mimics the fact that things don't always work out as expected.
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And yet, you are arguing that the result opf the combat becomes "Worse" for it doing so. See the disconnect?
No I am not - I'm arguing that the discrepancy and disconnect between the two types of damage can create the 'worse' result. The armor does what it's supposed to do. It's the body of the target that fails to do what it's supposed to under certain rare circumstances.
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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.
Like I said, the issue exists independent of the shooter knowing what damage the target has. However, the scienctists of the SR world will during countless ballistic tests and armor tests etc etc have found out that the best way to keep soldiers on their feet is to have every third bullet or so penetrate armor, and that there will be a point in a shooters training where he suddenly becomes statistically worse at taking down opponents. It's an undisputable fact of the way the mechanics of the world work - observable in-game by people having no clue that there actions are determined by the roll of a dice.
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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.
Yet in the real world, people will go down faster the more shots penetrate armor, because all damage affects the body against the same limit. In Shadowrun, it doesn't. Within the game world, it is completely irrelevant what happens somewhere else.
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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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You just admitted that it is inherently BETTER for the defender to split the damage. If it's better for the defender, how can it also be BETTER for the attacker? Since both aim to win, what is good for one side is necessarily bad for the other side. Hence, splitting the damage is WORSE for the attacker if it's BETTER for the defender.
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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.)
Incapacitate does not equal 'make unconscious' - incapacitate simply mean 'make uncapable', HOW that happenas is irrelevent. See above.
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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.
But if the mechanic fails in certain circumstances, it isn't 'perfectly functional'.
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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.
Yes, the infectous part adds a complication.
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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.
I don't take it as aimed at me personally, and my players don't bitch about it. We've accepted that the game mechanics fail in certain circumstances and don't dwell on it - this thread being the exception