QUOTE (Devilb0y @ Aug 26 2012, 02:25 PM)

Anyway, question about combat:
So, when someone is attacking you it seems from the book like you get a chance to either Dodge, Parry or Block. Given anyone with a Reaction of 2 or higher can default on a dodge check this means that for every attack you will get at least 1D6 with which to avoid it. And, if they succeed in this roll, regardless of whether it's a single shot from a pistol or a point-blank full auto with a mini gun, they are avoiding that hit. So first of all, am I right in saying this?
Negative. Dodge successes reduce the effective number of hit successes.
Example: Doughnut Dan, the Fatman, has a total Dodge pool of 3. Street Samurai Steven shoots at him with an Ingram Smartgun and accrues 5 successes. Doughnut Dan rolls his Dodge pool and comes up with a single success. Damage is then resolved as if Street Samurai Steven had rolled four successes; staging up the power of his weapon by four, and then Donut Dan rolls to reduce the power of the attack with his Body and Armor.
Example 2: Corporate Agent Smith shoots an Ares Predator IV at Neo-Anarchist Neo and accrues 4 successes. Neo, who is a PhysAd twinked to all hell to dodge attacks, rolls his mammoth Dodge pool and accrues 4 successes as well. The attack is thus resolved as if Agent Smith had not rolled any successes - and rolling no successes is a miss. Thus, Neo has dodged Agent Smith's attack altogether.
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Following on from that, if we assume that the dodge fails and the attacker scores 3 hits, this would mean that I would have to equal or beat the 3 hits on (Body + Armour) - AP D6. This is where I'm getting confused and the source of this is two-fold. Let's say in scenario one the attacker is shooting at me with a Colt America; it has no AP and does 4P damage. So would we add the 4P to the 3 scored in the hits rolled in order to determine how many hits I would need to have my armour absorb the damage, or does the damage of the weapon used only come into play once we're actually applying damage?
Damage is static, armor reduces it. If you're firing an AP -1, Power 5 weapon and score 3 hits, the power of your attack is 8, and the target reduces the amount of damage he takes, from 8 boxes, by the number of hits he scores on a BOD + Ballistic Armor roll, less one Armor dice, because of that AP -1. (This is a pretty common scenario if you have anyone firing an Ares Predator IV.)
In your scenario, the damage code is increased by the 3 net hits, assuming that the guy who attempted to dodge scored no successes. So the base damage of the attack is 7 Physical damage. Your target needs to roll his Body + Armor; every hit he scores reduces the damage he takes - from 7, to 6, to 5, to 4, to 3, to 2, to 1, and finally to zero. Statistically, to fully absorb this hit, he would need a dice pool of 21, so he's either a massively-armored soaktroll, or a Dragon, or very, very lucky.
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Scenario 2, the dude is hitting me in unarmed combat so he still has no AP but he's also adding STR/2 for the Damage Value. Let's say his strength is 3 so he's adding 2. Again, does this mean he is adding 2 to the 3 hits rolled before and challenging me to score 5 hits in order to absorb the damage?
Technically, he's adding his 3 net hits to the 2 from his Strength. And yes, that's exactly what he's doing - but do remember that soak isn't an all-or-nothing proposition. If the target of this 5s physical beatdown rolls four successes, he only takes one box of stun damage.
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I guess the things that are causing me problems here are that it seems wrong for every player to get two chances to avoid getting hit: first by avoiding the attack itself and second by absorbing the hit into bodily strength and armour. Am I right here? In other games I've played (Deathwatch in particular) each character can dodge only one attack per round of combat and this seems far more reasonable. Aside from this issue I'm also just getting hung up on working out how to run combat quickly.
Do remember that your dice pool to dodge/parry attacks is reduced for each subsequent attack the person must defend against in any given combat turn. It's pretty intuitive if you've played Exalted previously, since it's a very similar mechanism. (Similar enough to trip you up on the differences, heh.)
As for how to run combat quickly, in my experience the tough part is prodding players to pay attention and resist against attacks; but thus is the nature of IRC. Cracked.com has a powerful lure, even in combat. Here's the steps of combat resolution in Shadowrun.
Step 1: Attack roll is declared, roll dice, count successes.
Step 2: Defense roll (if any is possible) is declared by the defender, roll dice, count successess.
Step 3: Compare defense successes to attack, and reduce attack successes by defense successes. If the result is 0 or fewer attack successes, the attack has missed altogether. Else, go on to Step 4.
Step 4: Add the number of remaining attack successes to the power of the weapon to get your base damage.
Step 5: Roll soak dice, reducing the dice granted by armor, to a minimum of zero, by armor penetration, and reduce the attack successes by the remaining damage value.
Step 6: Apply the damage value remaining to the character's condition track.
Not so tough, really, and very similar to Exalted.
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Sorry if this is really wordy, but combat in this game is hard to grasp (not even onto The Matrix or Drones yet, God help me).
It's okay. I found it a bit confusing when I first got into SR4 yonks ago. Then I put down SR4 for Exalted, and came back to SR4 and found it easy.
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P.S. Any good tips you experienced guys have got for a newbie regardless of whether they deal with this issue or not would also be greatly appreciated.
Caffeine, getting a good night's sleep before the game, and (if at all possible) planning to awaken from said good night's sleep about 90-120 minutes before the scheduled beginning of the game.