Dashifen
May 1 2004, 06:41 PM
That's exactly what they're saying. However on the counterattack, if you staged down the damage from S to L maybe you did trip, or twisted your ankle, or were inside their reach so they only banged you on the side of the head with the hilt, whatever. Because the system is abstract, the GM has the right to do say what ever he/she/it wants to say in order to get the damage across.
I personally agree with you in that I probably wouldn't have people trip over themselves on a failed attack roll, I would prefer to say that the defender was able to cause damage like Cain's block/punch example above. But, I can also see the concept that Cain and BitBasher are saying.
I'm too liberal. Stupid debate club makes me always fight both sides of an issue.

Edit: Yeah, what the Herald said.
A Clockwork Lime
May 1 2004, 06:47 PM
The simple fact is that it is a counterattack. It's not a reflexive waving of the hands, it's not sidestepping, it's not tricking your opponent into falling on your sword, and it's not a supernatural form of luck. It's you attacking your opponent at the same time he's attacking you. There's only one difference, and that's that ties go to the attacker (which you can find in other opposed tests in the rules, too, not just melee).
That's all I'm saying. Nothing in those rules or the associated flavor text even hint that it's anything other than what it is.
BitBasher
May 1 2004, 07:05 PM
Point to consider, a counterattack by a skilled attacker IS By definition pretty much a "Reflexive waving of the hands". It definitely can be sidestepping, it can be causing my opponent to fall on my sword, That is how it works.
Typically on defense the entire idea is to be using the opponent's mass and momentum against himself, and to your advantage. Defensive attacks are as a consequence far better in conservation of momentum than offensive attacks, as far less actual motion is required. On defense, I dont have so step in and then set my body for a swing, as the opponent brings his body to me and imparts upon himself momentum I can use. He's doing a significant part of the work for me.
Saying "It's you attacking your opponent at the same time he's attacking you." is wholly false. Defending is not remotely the same mechanically as attacking. If you were both doing the same thing then you were both attacking offensively. Attacking defensively and offensively are different and requre totally different motions.
A Clockwork Lime
May 1 2004, 07:14 PM
QUOTE |
Defending is not remotely the same mechanically as attacking. |
And once again, except for the fact that ties go to the attacker, yes it is. Well, except that when counterattacking you become super kung fu speed demon. The entire melee encounter is a combination of attacks, counters, jabs, kicks, bites, punches, blocks, and feints by both sides (SR3 p. 120). Only "for simplicity's sake" are they distinguished between attacker and defender (same page).
But in any such encounter where you're designated the defender, you have the potential to move faster than any cyberzombie could ever dream of moving. Hell, even an adept with Quick Strike doesn't have anything on your speed in the fight.
BitBasher
May 1 2004, 07:17 PM
QUOTE |
And once again, except for the fact that ties go to the attacker, yes it is. |
So, in other words except for the fact that there's a specific mechanic that differentiates the two, they are the same? If it wasnt for the specific difference they would be identical? good logic!
A Clockwork Lime
May 1 2004, 07:19 PM

If you're going to keep quoting your beloved "logical fallacies," at least have the decency to not be a hypocrite about them. Particularly numbers three and four, and especially the last.
BitBasher
May 1 2004, 08:53 PM
I have actually not quoted one yet except when I repeated one that you brought up! feel free to read back and check!
A Clockwork Lime
May 1 2004, 08:55 PM
By "quoting" I meant "using it in your signature, especially the last sentence." But good job at continuing along the hypocritical road.
BitBasher
May 1 2004, 10:14 PM
Tell you what, how about you stop making a personal attack by calling me a hypocrite, I wont repond to those attacks, and then we won't both be (still) violating the board's guidelines for behavior. Okay?
Anyway... back on topic.
Combat is an abstract in SR, we all know this. If you are even holding a weapon you get a damage boost regardless of the attack. This does not necessarily mean you hit with a weapon or not. That's why it's abstract. It's not specific.
In reality the person that is faster does have significant advantages over the slower person, but if he chooses to give up the extra options he posses, and avenues of action, then he chooses to give up his advantages by blindly swinging instead of exercising strategic options. The faster person also has a statistical advantage via ties win.
Zazen
May 1 2004, 10:24 PM
QUOTE (A Clockwork Lime) |
By "quoting" I meant "using it in your signature, especially the last sentence." |
You've got to be joking.
RangerJoe
May 1 2004, 10:25 PM
QUOTE |
In reality the person that is faster does have significant advantages over the slower person, but if he chooses to give up the extra options he posses, and avenues of action, then he chooses to give up his advantages by blindly swinging instead of exercising strategic options. The faster person also has a statistical advantage via ties win. |
Which is an excellent conclusion some folks (*whistles quietly to self*) came to pages and pages ago.
That being said, the fight has been fun to watch. Some kind of verbal melee, with attacker and defender dealing damage to each others' cases, depending on generated successes.
Cain
May 1 2004, 11:33 PM
QUOTE (A Clockwork Lime) |
The simple fact is that it is a counterattack. It's not a reflexive waving of the hands, it's not sidestepping, it's not tricking your opponent into falling on your sword, and it's not a supernatural form of luck. It's you attacking your opponent at the same time he's attacking you. There's only one difference, and that's that ties go to the attacker (which you can find in other opposed tests in the rules, too, not just melee).
That's all I'm saying. Nothing in those rules or the associated flavor text even hint that it's anything other than what it is. |
Um... you are aware that a counterattack can be a reflexive movement of the arms? If you've ever been asked to be a body for a demo, you'd see how minute the movements used in defense can actually be.
Look, you swing, I reflexively move my arms, and hit your forearm with my elbow. Or, better yet, are you familiar with aikido? Their defense consists primarily of sidestepping; and I can assure you that some of the worst bruises I've ever gotten were from "attacking" an aikido stylist-- and he never once landed a single punch.
In martial arts, a counterattack *is* the same as a defense or a sidestep. A counterattack is damaging your opponent as he tries to attack. Nowhere does it require you to actually hit the other guy. (Not to mention that a punch is the same as a block, and a kick is the same as a step. If you have to block or step, you have effectively punched and kicked.)
How much do you know about martial arts? Are you aware of how people use throws? Trips? Jamming techniques? Traps and locks? I don't have to attack to use any of those techniques. (In fact, one of the most humbling demos I've ever seen was a guy who took on eight opponents, and didn't lay a hand on a single one of them. He kept his hands behind his back, allowed them to free-form attack, and proceeded to make all of them fall down without touching them with his hands at all.)
And I noticed that you didn't answer my question from before. I'll clarify it, to make it easier. When you attack someone normally in melee, does a character always just use one technique-- e.g., did they just punch the other guy?
A Clockwork Lime
May 1 2004, 11:40 PM
I'll quote myself for you. Emphasis added, and do please read the referenced page before replying, too.
QUOTE |
And once again, except for the fact that ties go to the attacker, yes it is. Well, except that when counterattacking you become super kung fu speed demon. The entire melee encounter is a combination of attacks, counters, jabs, kicks, bites, punches, blocks, and feints by both sides (SR3 p. 120). Only "for simplicity's sake" are they distinguished between attacker and defender (same page). |
A character "counterattacking" is very much performing the exact same actions he does when he's "attacking." The difference in game terms is only a semantic.
BitBasher
May 2 2004, 01:22 AM
Exactly! Fantastic quote, the exact things we are talking about are the
QUOTE |
"attacks, counters, jabs, kicks, bites, punches, blocks, and feints" |
(Bold mine). because jabs, kicks, punches, attacks and bites are largely ofensive moves, while Counters, feints, and blocks and defensive.. Although in unusual situations any on that list could be either. What we are talking about is happily encomapssed by that quote. We are not talking about anything not encompassed by that quote. Combat is abstract, and may consist of one or many of those things according to that quote.
A Clockwork Lime
May 2 2004, 01:27 AM
QUOTE |
"...attacks, counters, jabs, kicks, bites, punches, blocks, and feints by both sides..." |
Emphasis mine. No additional words required.
BitBasher
May 2 2004, 01:29 AM
Well yes, because it specifically says in the same paragraph "over several seconds", which is the entire combat turn, which represents both characters attacking and defending at least once. It is not referring to a single action. Even if each character only got one pass in the turn, then in that several seconds each attacked once and defended once.
A Clockwork Lime
May 2 2004, 01:39 AM
It doesn't change a single thing. There is no difference between an attack and a counterattack beyond the artificial designation of "attacker" and "defender," and a "ties go to the attacker" rule. The attacker is making just as many counters as the defender is making attacks, and vice versa.
In other words, you two need to come up with a better rationalization because your current one is a complete and total sham.
No matter what you want to tell yourself to convince yourself that it all makes sense, it doesn't. There's no logical reason why someone designated the "defender" should be able to make a dozen full-fledged attacks simply because he's being attacked by four or more individuals, especially since he could only do the exact same thing only once or twice if he were the one designated "attacker."
It's not about giving the augmented character a boon. It's about NOT giving the unaugmented character a boon.
Cain
May 2 2004, 06:15 AM
QUOTE |
It doesn't change a single thing. There is no difference between an attack and a counterattack beyond the artificial designation of "attacker" and "defender," and a "ties go to the attacker" rule. The attacker is making just as many counters as the defender is making attacks, and vice versa.
|
Exactly. You don't have any trouble with the attacker hurting a guy six or seven times in a melee turn, do you?
But, let's try the socratic method. Do you think that a throw attack should do no damage whatsoever? What about a trip attack? An elbow strike?
Zazen
May 2 2004, 06:17 AM
QUOTE (Cain @ May 1 2004, 06:33 PM) |
And I noticed that you didn't answer my question from before. I'll clarify it, to make it easier. When you attack someone normally in melee, does a character always just use one technique-- e.g., did they just punch the other guy? |
A better question is: has the act of sidestepping, tripping, or leading an opponent into an obstacle/weapon ever happened in these games?
Because when a counterattack is limited only to contact with your fist or weapon, it kind of sucks the flavor out of those soft-style guys. A trip for damage never, ever, ever occurs.
Ed- well shit, looks like you've already picked that up. Nevermind
Arethusa
May 2 2004, 06:35 AM
I'm going to try and clarify, though not being deeply involved in this debate, I may misunderstand both sides.
I think what it's really coming down to is that the abstraction of the melee rules creates a significant divide: on one side, you can argue that melee is a very broad abstraction— and, at least to this degree, that is incontrovertible— and that melee damage is not a representation purely of weapon (or fist or what have you) damage but a rough representation of the combatant's overall damage potential in melee.
Lime's looking at it as a specific representation of weapon damage, and in a lot of ways, the rules equivocate as to which approach is accurate, hence confusion. Furthermore, he definitely has a point: damage potential is equal for offensive and defensive combatants (with the exception of ties, which while not practically impossible, are not a significant balancing factor in my experience) regardless of how many times that defender, who may have an initiative of 1, has had to defend this combat turn. And if he has whirling and is taking on three completely jacked samurai running hot in the 32 initiative range, he can effectively be getting in 13 very devastating attacks in 3 seconds when he could only achieve one if his opponents weren't attacking him (and I should point out that he can be landing this devastating attacks with only a difference of 1 in skill between him and his attackers). There is no way to rationalize this as balanced, and it doesn't take an extreme example like Lime's 4,000,000 initative example to show that the system does not take this into account. There's no way to claim that the system is abstract enough to cover up this fairly gaping hole. Personally, I think applying reach modifiers for differences in initiative may actually fix the situation.
Zazen
May 2 2004, 06:46 AM
The thing is, I have never seen an initiative 1 kung fu master fight twenty MBW4-equipped melee combatants. This kind of departure from reality has simply never been noticable my game at all, so I have no need to fix it.
I imagine that the same thing is true for most games. This problem is really only visible on an academic level, IMO.
Arethusa
May 2 2004, 06:58 AM
To be fair, the low 30s are reachable by Wired 2 and Boosted Reflexes 3 or Synaptic Accelerator 2, Boosted Reflexes 3, and Reaction Enhancer 6. Those combinations are pretty much guaranteed to come up. Four sets of MBW4 would actually force 19 melee combat phases in 3 seconds, which is a fair measure of magnitude worse.
In any case, I think it really starts to break down even with one guy toting Wired 2 and Boosted Reflexes 3 into melee with a Physad who didn't take Enhanced Reflexes 2. That Physad with one more point of melee skill will beat the ever loving shit out of that jacked soldier, and he'll have exactly the same damage potential as if he were attacking 5 times in a row of his own volition. This is very not right.
BitBasher
May 2 2004, 07:06 AM
QUOTE |
That Physad with one more point of melee skill will beat the ever loving shit out of that jacked soldier, and he'll have exactly the same damage potential as if he were attacking 5 times in a row of his own volition. This is very not right. |
Only if the person is enough of a retard to keep happily getting his ass beat down. That's one of the main points I was trying to make.
A Clockwork Lime
May 2 2004, 07:15 AM
Part of the reasoning for it is the absurdity of it, though. I don't know of many combat-oriented characters that a player's designed that didn't have at least some reflex enhancements simply because it is an intrical part of the game even if it doesn't amount to much in melee situations.
Unless I'm playing a sheltered decker or a rigger who never leaves his vehcle or RCD, I'd feel uncomfortable about designing a character without any reflex enhancements whatsoever if they had even a remote possibility of having to encounter things on a semi-regular basis. Being stuck with 3+1D6 just blows, not because it's "munchkiny" or leaves you in any real disadvantage in melee. It blows because it leaves you, the player, sitting there while everyone else gets to do things. Sure, it's not as bad as it was in previous editions, but it still blows on the gaming level.
But that's all another discussion.
Arethusa pretty much got what I'm trying to say. Yes, both sides of the fight are wailing on each other and performing all kinds of different actions. Thus yes, when performing a "counterattack," you *are* doing the *exact* same actions you do while "attacking." There is no difference beyond a very minor semantic. But none of that matters because that's not where the problem lies. The problem lies with the fact that a designated "defender" (who, by the rules, is only called that for simplicity's sake) gains the reflexive boosts of each and every one of his opponents. And this *only* occurs in a melee situation, and *only* when you're designated as a defender. If you had four guys just standing there but who weren't fighting back (let's say they were all using Evasion), you wouldn't be able to perform anywhere near the same speed since you would have to wait until you were designated the "attacker" to do anything. Yet if your positions were reversed, bam, you're suddenly moving like a mo'fo... even though *all* of your actions would be *exactly* the same since, again, there's no functional difference between being an "attacker" or a "defender" beyond the rules burp.
It's just absurd.
I have no problem whatsoever with a character being able to defend themselves against several opponents at once. That's completely believable. I just find it silly that you can spontaneously explode into a flurry of offensive fist and steel simply because you have a bunch of characters attacking you.
Zazen
May 2 2004, 07:27 AM
QUOTE |
In any case, I think it really starts to break down even with one guy toting Wired 2 and Boosted Reflexes 3 into melee with a Physad who didn't take Enhanced Reflexes 2. That Physad with one more point of melee skill will beat the ever loving shit out of that jacked soldier, and he'll have exactly the same damage potential as if he were attacking 5 times in a row of his own volition. This is very not right. |
With only 1 point of extra skill, he certainly won't be beating the ever loving shit out of him. I ran the numbers on attacker 5 vs defender 6 once. It's almost exactly 50/50. That's what I mean by it not being a visible problem in-game, because it's not at all as extreme as that.
Yes, it's wacky, but it's never jerked me out of the game world with disbelief.
Arethusa
May 2 2004, 07:56 AM
QUOTE (BitBasher) |
QUOTE | That Physad with one more point of melee skill will beat the ever loving shit out of that jacked soldier, and he'll have exactly the same damage potential as if he were attacking 5 times in a row of his own volition. This is very not right. |
Only if the person is enough of a retard to keep happily getting his ass beat down. That's one of the main points I was trying to make. |
I think Lime's pretty much nailed everything else, so let me say this: yes, I can get out of melee when I realize it's a lost cause. The problem with this is that melee shouldn't be such a ridiculous lost cause for a fast character in the first place, and I shouldn't have to tiptoe around the gaping holes in the rules to avoid breaking in two.
QUOTE (Zazen) |
With only 1 point of extra skill, he certainly won't be beating the ever loving shit out of him. I ran the numbers on attacker 5 vs defender 6 once. It's almost exactly 50/50. That's what I mean by it not being a visible problem in-game, because it's not at all as extreme as that.
Yes, it's wacky, but it's never jerked me out of the game world with disbelief. |
You may have a point. I'll have to take a closer look at the numbers tomorrow morning. As I've mentioned a few times, my familiarity here is a bit spotty due to complete lack of play.
BitBasher
May 2 2004, 08:58 AM
QUOTE |
I think Lime's pretty much nailed everything else, so let me say this: yes, I can get out of melee when I realize it's a lost cause. The problem with this is that melee shouldn't be such a ridiculous lost cause for a fast character in the first place, and I shouldn't have to tiptoe around the gaping holes in the rules to avoid breaking in two. |
Well, that's the basis for our difference of opinion then, and theres nothing wrong with that.
Since melee is only a lost cause with a fast character if he sucks at melee, I dont have any problems with those rules. Given two equally skilled characters where one is faster than the other the faster one does have an advantage, although not a large one. This I also have absolutely no problem with. In my perception of the way things work in line with my experiences fighting in the real worls I don't feel this system has any gaping holes, but that's all just my opinion. I feel it works about exactly the way it should.
My only problem with the melee system are the absolutely atrocious optional martial arts rules that butcher martial arts by using specific techniques and strikes to a system they still insist is abstract, most of which are wholly stupid to ever use in the first place. Those rules break hand to hand FAR more than any problems that existed in the original BBB IMHO.
I Eat Time
May 2 2004, 09:57 AM
QUOTE (Arethusa) |
The problem with this is that melee shouldn't be such a ridiculous lost cause for a fast character in the first place, and I shouldn't have to tiptoe around the gaping holes in the rules to avoid breaking in two. |
My question is: Why not? Why shouldn't melee be a lost cause for a character because he's fast? Trust me on this, and I'm SURE you and everyone else knows it, speed is everything, EVERYTHING in combat, negating really crappy skills. It's a game of the quick and the dead, and just by going first and having two more actions than another mother gives you significant advantages.
Ex: Going significantly faster than some bugger in combat and don't want to have to deal with him/her getting as many attacks as you do? Don't get into Melee until your last action, and spend the time until then putting them in a situation with serious modifiers. Slap a tranq patch on them (much easier than dealing damage in Melee). Smoke grenades, stun or physical wounds from afar, modifiers due to condition, lighting, obstacles, all are in your purview if you are the fastest.
Already in combat? Melee attack until the opponent's out of turns, then spend your next turn (or next two, or three, and so on) stacking up the mods to your advantage, THEN attack.
My basic point: Sure, the melee rules have an amount of broken-ness to them. The examples I and most assuredly others have shown prove the fact. But going first and being fast is its OWN advantage, and doesn't necessarily mean you should get all kinds of bonuses in Melee.
Another thing. This isn't Final Fantasy. Hand-to-hand characters don't go "Ding, Bap bap bap!" wait a few seconds, then the opponent goes "Ding! Bap bap bap". It all happens at once. If someone is coming in close to punch the shit out of you, there will not be a MOMENT, regardless of how fast you are, that you aren't swinging your arms or defending yourselves. Ranged combat, on the other hand, is a series of discrete actions (pulling triggers, throwing 'nades, etc) that do lend well to turns.Sure, faster characters should be able to do more, but they have that option, see above. If a character comes up to a guy and doesn't expect to get swung at at LEAST more than five or six times, they're either very very good, or stupid.
Shockwave_IIc
May 2 2004, 10:09 AM
Whoa! This topic still going? I'm amazed.
Mr Woo would like to thank you all, he's had another birthday he's now 83.
I Eat Time
May 2 2004, 10:33 AM
It's been a two-person argument off-and-on, breaks when us 'other people' decide to place 2c on the table. Just hoping I don't catch any flame spillover.
John Campbell
May 2 2004, 05:14 PM
QUOTE (Cain) |
Exactly. You don't have any trouble with the attacker hurting a guy six or seven times in a melee turn, do you? |
The attacker's using up his actions to do it. I don't have a problem with someone in melee hurting someone six or seven times in a round. I do have a problem with them doing it without having to use a single action to do so.
Cain
May 2 2004, 11:25 PM
QUOTE |
My question is: Why not? Why shouldn't melee be a lost cause for a character because he's fast? Trust me on this, and I'm SURE you and everyone else knows it, speed is everything, EVERYTHING in combat, negating really crappy skills. It's a game of the quick and the dead, and just by going first and having two more actions than another mother gives you significant advantages. |
Ummm.... no.
In reality, speed is more a function of skill than the other way around. I may be a lot quicker than, say, Raygun; but Ray can put six aimed shots downrange and into a target while I'm still getting lined up.
In martial arts, the people who look like they're moving super-fast are actually not going all that fast; they're simply moving quickly enough in ways you can't pick up on. It's the same as a stage magician-- the better their skill, the faster they can pull off the trick. You can be as fast as you want; you'll never pull off a trick unless you're skilled.
QUOTE |
Yes, both sides of the fight are wailing on each other and performing all kinds of different actions. Thus yes, when performing a "counterattack," you *are* doing the *exact* same actions you do while "attacking." |
You keep avoiding my question. Do you think a kick and a punch should do the exact same amount of damage? Or better yet, since this is a bit more relevant-- do people with hardliner gloves expressely lose their power bonus when using Tae Kwon Do? Carromeleg? Kick Attack? Muay Thai?
QUOTE |
The problem lies with the fact that a designated "defender" (who, by the rules, is only called that for simplicity's sake) gains the reflexive boosts of each and every one of his opponents. And this *only* occurs in a melee situation, and *only* when you're designated as a defender. If you had four guys just standing there but who weren't fighting back (let's say they were all using Evasion), you wouldn't be able to perform anywhere near the same speed since you would have to wait until you were designated the "attacker" to do anything. Yet if your positions were reversed, bam, you're suddenly moving like a mo'fo... even though *all* of your actions would be *exactly* the same since, again, there's no functional difference between being an "attacker" or a "defender" beyond the rules burp. |
And this is a problem how?
Look, have you seen any martial arts demos in aikido? Or have you ever done a demo? Sparred in a tournament?
Generally, what happens is the other guys stand around for a few moments, taking stock. Then, they all move at once. Almost as fast, the master defends, and the other guys end up in a heap on the floor. A master wouldn't waste time going to each and every guy; that's unnecessary effort.
There's no way that he could have walked up to each and every one, true enough. That would have taken too long. But there's no reason why he can't defend against four or more people simultaneously-- after all, they're expending the effort by coming to him.
You keep avoiding my questions, Lime. How much experience do you have with this sort of thing in real life?
Person 404
May 2 2004, 11:57 PM
I should perhaps interject that real-life experience might not be the end-all and be-all of this argument when dealing with people who are acting and reacting two to four times as quickly as any normal human is even capable of.
Glyph
May 3 2004, 01:04 AM
I think a lot of people confuse a high Reaction with a high speed. Remember, a character with a Reaction of 18 and a Quickness of 6 moves at the same movement rate as a character with a Reaction of 5 and a Quickness of 6. Also remember that if you have an initiative of 35 and the other person has an initiative of 3, you still only get to go once against this person you supposedly outclass so much, before they get their action. I think hair-trigger reactions, if anything, would make you worse off against a martial arts master, who could make you move to block or dodge the slightest feints, leaving you wide open to his counterattack.
Arethusa
May 3 2004, 01:12 AM
That's not completely right, though. A character with reaction 42 can reload his gun fully 5 times in 3 seconds. That's pretty fast.
BitBasher
May 3 2004, 01:28 AM
That's really efficiency of motion, not raw speed.
Arethusa
May 3 2004, 01:30 AM
You've got to be joking. Fully reloading a weapon in 0.6 seconds is speed.
I Eat Time
May 3 2004, 02:52 AM
QUOTE (Cain) |
QUOTE | My question is: Why not? Why shouldn't melee be a lost cause for a character because he's fast? Trust me on this, and I'm SURE you and everyone else knows it, speed is everything, EVERYTHING in combat, negating really crappy skills. It's a game of the quick and the dead, and just by going first and having two more actions than another mother gives you significant advantages. |
Ummm.... no.
In reality, speed is more a function of skill than the other way around. I may be a lot quicker than, say, Raygun; but Ray can put six aimed shots downrange and into a target while I'm still getting lined up.
In martial arts, the people who look like they're moving super-fast are actually not going all that fast; they're simply moving quickly enough in ways you can't pick up on. It's the same as a stage magician-- the better their skill, the faster they can pull off the trick. You can be as fast as you want; you'll never pull off a trick unless you're skilled.
|
Cain, I think you misread my point. My point is, just because someone has a high Initiative score for one round doesn't necessarily mean that they get all kinds of bonuses in Melee. If I'm reading you right, I'm agreeing with you.
Personally, I consider your Initiative score to be how fast you're going. Reaction's a big part of it, but people with a high Init do and move more in one turn than people with low init. Putting amount of movement over a period of time, the very definition of speed itself, lets you know that a 42-init character is literally moving faster than a 14-init character.
But like I said, speed already gives characters significant advantages in combat in general (what I meant when I said speed is everything, I think this is where I was read wrong), and there's no reason to complain for a lack of advantages in melee combat just because your advantages don't apply specifically to hand-to-hand.
You go first and you usually end up going last. Use the time wisely, because it's really all you need. Anything else is overkill.
Tziluthi
May 3 2004, 03:21 AM
IMHO, the core rules for melee strike a reasonable balance between game balance, game efficiency and the reality of this concept. Unfortunately, it is nigh impossible to simulate reality perfectly with a set of rules as simple as Shadowrun's.
QUOTE |
You've got to be joking. Fully reloading a weapon in 0.6 seconds is speed. |
Perhaps, but what is it that allows a 42 intiative character to let off 50 rounds in the same 3 seconds as a mage might let off 10. Not speed, but broken rules.
Arethusa
May 3 2004, 03:35 AM
I don't really consider extremely fast reloading for a completely jacked samurai to be broken. Honestly, that's the entire point of cybernetic speed enhancement. Is the 10 rounds per phase rule retarded? You bet. But it's easily houserulable. Just take the weapon's 3 second rate of fire and divide it by the number of phases that combatants going to get.
Xirces
May 3 2004, 11:53 AM
I somehow managed to miss this thread so I just read through it (that's a half hour of my life gone).
My tuppence - the rules are OK as they are...
However, what I'd like to consider is how a character with reasonably high init can best take advantage of the current rules. The guy in question is a starting Sammie with WR2 giving a reaction of roughly 10 with 3d6 init dice (nothing too munchie).
I'm looking at which martial art to give him along with which maneouvers in order to best take advantage of his speed. Oddly, I'm looking at Aikido (well, actually Jujitsu, but the rules are the same), which fits in with the concept. Obviously the primary factor in that MA is that you lose one die as the attacker BUT using something like disorient with a good amount of CP dice should then mean that the next attack goes to him and he should eventually win out - likewise sweep I think is probably a good move as he can then disengage without penalty.
Am I also reading the rules correctly that maneouvers can be used with no penalty as the defender? ie, my counterattack can be a sweep, throw or disorient?
What other ways are there to take advantage of the rules instead of whining about them?
toturi
May 3 2004, 12:48 PM
Karate/Kenpo, Full Offense, Distance Strike, Killing Hands:S.
TinkerGnome
May 3 2004, 12:50 PM
For a non-melee character, go with a high brawling and evasion and close combat. Don't worry about close combat, just survive long enough to shoot your opponent with a fragging gun and leave the kung-fu to the physads
Xirces
May 3 2004, 01:05 PM
QUOTE (TinkerGnome) |
For a non-melee character, go with a high brawling and evasion and close combat. Don't worry about close combat, just survive long enough to shoot your opponent with a fragging gun and leave the kung-fu to the physads |
That's great in theory (and I spotted the smilie...), but you'd end up with loads of extremely specialised characters - I think the concept of the samurai is that he can hold his own in any combat situation - he's not going to outshoot a merc in long range combat (but will most likely be king of pistols/SMG range stuff), but should also be able to handle melee.
Any adept with additional dice and appropriate powers will wipe the floor with him on either count, but there are ways and means and more dice does not mean smarter.
As you say, if you can survive your opponents attack then dictate combat on your own terms that's already most of the battle won - it's also my thinking behind getting Jujitsu/Aikido against a more offensive martial art... (not that there's that much difference, again I'm thinking more flavour than dice).
Even as a non-melee specialist I like the martial arts for flavour for a lot of characters, in the same way that I like a variety of guns for non-combatants (deckers, mages etc).