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Johnson
I have some interesting questions.

First -- Stun Batons
I strike an opponent with a Stun baton. I yield 2 successes more than my opponent. Damage of stun baton is 8S does the stun damage stage up to 8D

Second -- Shock Gloves
I strike an opponent with a Shock Gloves. I yield 2 successes more than my opponent. Damage of shock glove is 8S does the stun damage stage up to 8D as above.(the later would not be pertinent if successes doesn't changes shock damage)
As your physical damage also would increase (str)M stun to (str)S stun

Third -- Stun batons and Trolls
To determine TN for a Human and Troll. Human get +1 Reach(Stun Baton), Troll gets +2 Reach (Stun Baton and Nat. Reach).

Point 1 ( I believe is correct )
In saying that the Troll would either make the TN greater by +1 for human, or -1 TN for himself.

Point 2 ( This is harder game Machanics )

Human decides on either making his TN -1 or the Trolls +1. Either easier for him to hit the Troll or harder for the troll to hit him.

Troll decides on either making his TN -2 or the humans +2. Either easier for him to hit the human or harder for the human to hit him.

Point 1
This is going to be a harder longer combat as the TN are higher giving the skilled combatant the upper hand. As TN 4 or more is harder to generate on limited number D6

Point 2
All this does is make a finer line of choice, in which case the Troll is going to give the human a beating because of reach reach modifiers of 2. ( Yea I know Pole arms add a Extra reach. That would make combat totally favour Troll)

Summary.
Would it not be better to use this formula. Troll reach +2 less the Human Reach +1 giving the Troll the favour of +1 Reach and TN. This make a fair way of combat.
(To be corrected this is how the rule book explains it)
Stumps
QUOTE
Would it not be better to use this formula. Troll reach +2 less the Human Reach +1 giving the Troll the favour of +1 Reach and TN. This make a fair way of combat.

Better? *shrug* I guess that depends on you and your groups prefferences.

However, the concept in the book is an issue of perspective.
A character may not always be trying to "beat" their opponent.
There are times they may wish to run, or they may wish to not hurt their opponent but rather sub-due them instead.
This is where the option to make it harder for them to hit you is nice rather than the option to make it easier for you to hit them.

Also, if you are facing said Troll and he has an outstanding Body, you might wish to take more of an agressive approach and choose to make it easier to hit him.
If said Troll has a fantastic Strength or a nasty weapon while you are unarmed, you might like the idea of making it harder for him to hit you.
Luke Hardison
By canon, striking with a stun baton means your damage code is 8S Stun. So successes would modify that up or down, depending on the outcome.

Also by canon, the shock glove damage is (Str - 1) M Stun + 8S Stun. You can stage up the fist damage, but not the shock damage.

This, to me, is very odd. Therefore, in my games, they both work like the stun glove. The baton has a base damage code of (Str) M Stun just like a club, then + 8S Stun for the shock. Everyone has been happy with this so far ... they're still not widely popular except with the police.

I have no idea what you were trying to say with the rest of your post. Let me clarify. When figuring reach, the combatant with the greater reach gets to choose to either

1) add the difference in reaches to his opponent's target number (thus making himself harder to hit)

OR

2) subtract the difference in reaches from his own target number (making it easier for him to hit his opponent)

Either way, the person who controls reach for the combat has a huge advantage, especially when the difference is >1, like a troll with a combat axe.

Edit:

QUOTE (stumps)
However, the concept in the book is an issue of perspective.
A character may not always be trying to "beat" their opponent.
There are times they may wish to run, or they may wish to not hurt their opponent but rather sub-due them instead.
This is where the option to make it harder for them to hit you is nice rather than the option to make it easier for you to hit them.

Also, if you are facing said Troll and he has an outstanding Body, you might wish to take more of an agressive approach and choose to make it easier to hit him.
If said Troll has a fantastic Strength or a nasty weapon while you are unarmed, you might like the idea of making it harder for him to hit you. 
Johnson Posted on Oct 28 2004, 07:24 AM


Actually, either choice makes it both easier to avoid being hit AND easier to hit your opponent, because in SR they are the same thing. Either you make it easier for you to get more successes, therefore hoping to get more successes than your opponent, or you make it harder for your opponent to get successes, hoping that your opponent gets fewer successes than you. How can anyone say there's a difference between getting more successes than your opponent and your opponent getting fewer successes than you? grinbig.gif
Stumps
perhaps the issue with the stun glove is one where the stun baton is the actual issue.
If the glove's stun doesn't stage and has a seperate rate for damage without stun, then perhaps the baton needs the same treatment of seperation to make a consistent concept that electroshock damage isn't really capable of being staged up because it has a volt setting. (unless you amp more volts out of it biggrin.gif )

[edit]
QUOTE
Actually, either choice makes it both (1)easier to avoid being hit AND (2)easier to hit your opponent

QUOTE
Also, if you are facing said Troll and he has an outstanding Body, you might wish to take more of an agressive approach and choose to (2)make it easier to hit him.
If said Troll has a fantastic Strength or a nasty weapon while you are unarmed, you might like the idea of making it (1)harder for him to hit you.

We're saying the same thing.
[/edit]
Johnson
QUOTE (Luke Hardison)
This, to me, is very odd. Therefore, in my games, they both work like the stun glove. The baton has a base damage code of (Str) M Stun just like a club, then + 8S Stun for the shock. Everyone has been happy with this so far ... they're still not widely popular except with the police.

You have to remember that a Stun Baton is not a bludgening weapon. It discharges apon contact. Not by smacking the oponents head off. More of the subdueing aspect, not brusing. Stun has a secondary effect.
Johnson
QUOTE (Stumps)
perhaps the issue with the stun glove is one where the stun baton is the actual issue.
If the glove's stun doesn't stage and has a seperate rate for damage without stun, then perhaps the baton needs the same treatment of seperation to make a consistent concept that electroshock damage isn't really capable of being staged up because it has a volt setting. (unless you amp more volts out of it biggrin.gif )

I agree you cannot stage damage stun damage as if you get shocked no matter where you are shocked its going to subdue.

Lets not go to the point to useing a cattle prodder on a humans neck as that can be fatal 60% plus of the time.


I see the point with reach. You use the difference to the advantage to the person with the higher reach.

In the case of Troll vs Human both using stun batons. The troll gets to choose where to use the + 1 bonus he gets.
Kagetenshi
QUOTE (Johnson)
Summary.
Would it not be better to use this formula. Troll reach +2 less the Human Reach +1 giving the Troll the favour of +1 Reach and TN. This make a fair way of combat.
(To be corrected this is how the rule book explains it)

Instance 1: You’re in melee, you have a whip and they’re using a knife. You’ve got Serious Physical and Moderate Stun, and you’re still at +1 from being pepper-sprayed by a wageslave. You’re looking at a TN of 10 while your opponent is looking for 4s. In this case, it’s much better to make him or her look for 6s instead of dropping your own TN to a “mere” 8.

Instance 2: You’re fighting a Piasma. It hasn’t had a chance to use its Strength and Quickness boosts yet, but if you let it live, it will. You’re both looking for 4s. It’s better to look for 2s and go for raw volume of successes to knock it out of the fight fast.

Oh, and you get a 4 or greater half the time on a single die. That's hardly hard to generate.

~J
Austere Emancipator
QUOTE (Kagetenshi)
Instance 2: You’re fighting a Piasma. It hasn’t had a chance to use its Strength and Quickness boosts yet, but if you let it live, it will. You’re both looking for 4s. It’s better to look for 2s and go for raw volume of successes to knock it out of the fight fast.

Depends completely on the other modifiers in play and the amount of dice both are rolling. If there are no other modifiers except you have 2 net reach, it will be more profitable to raise the enemy's TN by 2 than to lower your own unless the enemy has less dice than you.
Johnson
Your point is taken. But in the fact of Troll with stun baton and human with stun baton.
Troll has now +2 Reach, where as the Human has +1 reach.
Do both get to use thier reach modifiers, or the Troll just gets the +1 modifier and the Human +1 is negated by the Trolls other +1.
Austere Emancipator
QUOTE (Luke Hardison @ Oct 28 2004, 02:44 PM)
Let me clarify. When figuring reach, the combatant with the greater reach gets to choose to either

1) add the difference in reaches to his opponent's target number (thus making himself harder to hit)

OR

2) subtract the difference in reaches from his own target number (making it easier for him to hit his opponent)
Fortune
As was already stated, the combatant with the net Reach advantage (in this case the Troll) would have the choice of how to distribute the Reach bonus (in this case that is a net Reach of 1).
Ol' Scratch
QUOTE (Luke Hardison @ Oct 28 2004, 06:44 AM)
Also by canon, the shock glove damage is (Str - 1) M Stun + 8S Stun.  You can stage up the fist damage, but not the shock damage.

That's actually a house rule. Nowhere in the rules does it say staging only occurs to one side of the damage inflicted. By canon (SR3 p. 124 and 275), staging occurs to both Damage Codes since there's no listed exceptions to the staging rules..

Oh, and it's +7S Stun, not +8S Stun. smile.gif
mmu1
QUOTE (Fortune @ Oct 28 2004, 10:01 AM)
As was already stated, the combatant with the net Reach advantage (in this case the Troll) would have the choice of how to distribute the Reach bonus (in this case that is a net Reach of 1).

That's misleading... He can choose to distribute the reach as if there was only a net +1 bonus, but he doesn't have to. If the enemy decides to lower his TN by 1, and the troll doesn't then allocate any of his reach towards increasing his enemy's TN, you end up with a different set of probabilities than if just +1 worth of reach had been distributed.
blakkie
QUOTE (Doctor Funkenstein)
QUOTE (Luke Hardison @ Oct 28 2004, 06:44 AM)
Also by canon, the shock glove damage is (Str - 1) M Stun + 8S Stun.  You can stage up the fist damage, but not the shock damage.

That's actually a house rule. Nowhere in the rules does it say staging only occurs to one side of the damage inflicted. By canon (SR3 p. 124 and 275), staging occurs to both Damage Codes since there's no listed exceptions to the staging rules..

Oh, and it's +7S Stun, not +8S Stun. smile.gif

There is the stated exception of staging chemical damage. Not sure exactly where the no-staging of the shock damage comes from, but it seems so common that I'd be surprised if there wasn't at least some basis for it. I can't point to a specific entry though.
Johnson
7S Normal Stun baton
8S for AZ 150

formalities, I am trying to get the understanding why stage stun damage up. A shock is a shock.
Kagetenshi
QUOTE (Austere Emancipator)
Depends completely on the other modifiers in play and the amount of dice both are rolling. If there are no other modifiers except you have 2 net reach, it will be more profitable to raise the enemy's TN by 2 than to lower your own unless the enemy has less dice than you.

Piasma have Reaction 4 for a maximum of 8 dice rolled.

~J
Ol' Scratch
But a direct shock to a vulnerable area like the back of the neck is more shocking than a near-miss to a less vulnerable spot like your little finger or a naturally resist/armored spot like a troll's dermal deposit. Feel free to try it with a cattle prod sometime if you don't believe me.
Fortune
QUOTE (mmu1)
QUOTE (Fortune @ Oct 28 2004, 10:01 AM)
As was already stated, the combatant with the net Reach advantage (in this case the Troll) would have the choice of how to distribute the Reach bonus (in this case that is a net Reach of 1).

That's misleading... He can choose to distribute the reach as if there was only a net +1 bonus, but he doesn't have to. If the enemy decides to lower his TN by 1, and the troll doesn't then allocate any of his reach towards increasing his enemy's TN, you end up with a different set of probabilities than if just +1 worth of reach had been distributed.

Except 'the enemy' does not have that choice. 'The enemy' does not have a net Reach bonus, so has absolutely no control over any part of the Reach assigment process. This is solely the right of the combatant with the higher net Reach, which in this case is the Troll.
Austere Emancipator
QUOTE (mmu1)
He can choose to distribute the reach as if there was only a net +1 bonus, but he doesn't have to. If the enemy decides to lower his TN by 1, and the troll doesn't then allocate any of his reach towards increasing his enemy's TN, you end up with a different set of probabilities than if just +1 worth of reach had been distributed.

Wrong. Read Reach, SR3 @ p. 121.

[Edit]This time Fortune was faster by a minute. frown.gif[/Edit]
Nikoli
I'd allow for called shots with a stun weapon, but no other stage up.
Stumps
(ignore at will)Bah! called shots are a broken concept anywhere.(/ignore at will)
Ol' Scratch
And to put it simply, if Stun Weapons were immune to staging, there'd be no way to knock someone out with one without sitting there zapping them repeatedly. With a Serious stun weapon, that means you'll do Deadly Stun Damage and two boxes of Physical Damage with two zaps. No changes allowed; you either resist it in full or you don't (staging works both ways afterall). No one will ever be stunned from a single hit, either. Ever. Not even a little girl with Body 1.

EDIT: Nope, called shots are only broken in abstract systems that already account for it in the standard mechanic. Shadowrun would be one such system.
Nikoli
But with a called shot to raise the damage level to Deadly, you'd have the TKO you desire
Ol' Scratch
Assuming you'd ever hit. Which your average person wouldn't. (Modified TN 8, Skill 3.) It's not that hard to hit a good spot even against a struggling opponent... especially since staging accounts for "called shots" (aiming for vulnerable spots) to begin with.
Stumps
QUOTE (Doctor Funkenstein)
EDIT: Nope, called shots are only broken in abstract systems that already account for it in the standard mechanic. Shadowrun would be one such system.

Erata: should have read, "called shots are a broken concept anywhere in SR."
Kagetenshi
Called shots for special effect are not broken.

~J
Stumps
glitter.

The idea of having Aimed Shot and Called Shot in the same game is odd to me
Ol' Scratch
I have no problem with the standard Called Shots rules for the most part; they serve their purpose as written. It's all the other ones, or house rules relying entirely on them in order to have any amount of staging, that I object to.
Kagetenshi
Why? Just because you’re going for the tires or the spotlight on a security van doesn’t mean you have any more time to devote to it.

Edit: that was to Stumps.

~J
Stumps
calling shots is mostly dumb to me.
why?
um...it's a general point area aim. Meaning, you aren't directly aiming, but you are calling your shot at a general location on their body...
When aren't you doing that?

As for the the vehicle...that's why there's an Aim rule
Ol' Scratch
In my opinion it represents a wild shot to a small and highly vulnerable area rather than sitting there for a few turns aiming. I know the rules for it include requiring an Aimed Shot, but the +4 target modifier represents the wild shot to a small area bit.
Kagetenshi
If you say “I shoot the van” it’s generally a given that you’re trying to damage the van. Calling a shot to the spotlight or tires results in a negligible chance of actually damaging the van, but accomplishes something that just firing to disable the van does not.

When aren’t you doing that? Quite a lot of the time, actually.

And the Aim rule is irrelevant, as the Doc points out.

~J
Stumps
QUOTE
In my opinion it represents a wild shot to a small and highly vulnerable area rather than sitting there for a few turns aiming. I know the rules for it include requiring an Aimed Shot, but the +4 target modifier represents the wild shot to a small area bit.

hence why it's not needed to me.

"I'm shooting at the CENTER of Johns TORSO aiming for his HEART"
sounds too much.

"I'm shooting at the CENTER of Johns TORSO" sounds rediculous

"I'm shooting at Johns TORSO" is an AIM and before anyone starts getting into things about whether that is an Aim or the Heart is an Aim, remember that SR dictates how GOOD your Aim was by how much Damage you deal, so it's an Aim.
Kagetenshi
That’s all well and good, but firing at John’s pistol (for the sake of example. Canon states that you can’t do this on smaller than vehicle-sized targets) in an attempt to knock it from his hand is quite dissociated from the normal act of firing at his center of mass.

~J
Stumps
Shooting at a tire is an Aim. I'm sorry. It will always be so.
Do it sometime. Tell me if you are Aiming or just generally shooting.
Ol' Scratch
Standard Called Shots do not allow aiming for a specific portion of a metahuman-sized target, only vehicle-sized targets. When making a Called Shot against a metahuman, you're aiming at a *very* vulnerable spot, like the eye or neck. Whatever you percieve as being their most vulnerable spot the moment you pull the trigger... which you do as soon as you can rather than sitting there for a few phases, aiming, and waiting for the right moment.

A normal shot is aiming for a generally vulnerable area (the entire head, an unprotected part of his torso, whatever).
Kagetenshi
If the vehicle in question is speeding away and I have under a second? It’s most definitely not going to be a Take Aim action, I can tell you that now.

~J
Stumps
QUOTE (Kagetenshi)
That’s all well and good, but firing at John’s pistol (for the sake of example. Canon states that you can’t do this on smaller than vehicle-sized targets) in an attempt to knock it from his hand is quite dissociated from the normal act of firing at his center of mass.

~J

um...isn't that why they say you can't do that...as you just pointed out??

And I do need to redefine something...Called Shots makes sense in melee actions for reasons like hitting their punch. (which would be dumb to try)
Stumps
I don't think I'll ever like called shots....
perhaps it's the open-ended raping of it that has ruined it for me, but it's just so damn abused so easily when it comes to ranged weapons ESPECIALLY after the weapons are all decked out.
Ol' Scratch
Smartlink-2's are broken as far as Called Shots go. No argument from me there.
Kagetenshi
QUOTE (Stumps)
um...isn't that why they say you can't do that...as you just pointed out??

And I do need to redefine something...Called Shots makes sense in melee actions for reasons like hitting their punch. (which would be dumb to try)

Then replace with the van-and-spotlight example. My point is unaffected.

~J
Stumps
Kagetenshi: points up to post above yours where Doc says it all.

And I can't really say I've seen too many people out there without a SL2
Stumps
Oh yeah...my biggest reason for not liking Called Shots (sorry...it's late late late here)
There's no hit location system in SR...what are we doing screwing with general small point aims like that when the armor values are tallied off of the entire bodies worth of armor??
Ol' Scratch
Armor's abstract nature is preserved with the standard Called Shots rules.

Remember, you're still only trying to hit that super vulnerable spot. You're not guaranteed to hit it; your success is unknown until after you shoot, your target dodges, and your target soaks.
Stumps
I never thought so...hmm...

yes, but why are my shin gaurds and helmet factoring in if the bullet ends up in my chest? And that's what I have the option for with Called Shots.
Stumps
The thing is..for called shots to start working, you have to negate all armor not in the area being generally aimed at....
legs, leg armor
chest, chest armor...

problem is...all the armor together kinda determines if you hit them

my point is...it's always been a heavily shady area that seems to be almost broken

anyways...bedtime
Kagetenshi
QUOTE (Stumps)
Kagetenshi: points up to post above yours where Doc says it all.

And I can't really say I've seen too many people out there without a SL2

No, Doc does not say it all. He doesn’t even address my point except insofar as he points out that the example I used was non-canon (which I pointed out myself). I gave it to follow your string of examples, which in retrospect was a rhetorical error. The idea presented in the example is not undermined by the fact that that specific case is invalid, and I’ve presented valid cases of it before and since. An issue with the SL2 is not an issue with called shots themselves, much like an issue with a Smartlink-4 giving –20 to all firearms TNs wouldn’t be an issue with the preexisting ranged combat rules themselves.

~J
Ol' Scratch
QUOTE (Stumps @ Oct 28 2004, 10:55 AM)
yes, but why are my shin gaurds and helmet factoring in if the bullet ends up in my chest?  And that's what I have the option for with Called Shots.

QUOTE (Doctor Funkenstein)
Remember, you're still only trying to hit that super vulnerable spot. You're not guaranteed to hit it

That's the standard phenomenon under the abstract nature of the game, period. It's why Armor works no matter what part of your body it's covering... doesn't matter if it's a normal shot or a Called Shot or an Aimed Shot.
ES_Riddle
So about those stun batons and trolls…

Stun baton troll with a riot shield is something every 'Star riot control effort shouldn't be without. The opponents are looking for 6's and the troll is looking for 2's. Unless the opponent can put more than quintuple the dice of the troll into the contest his odds are not looking good.
durthang
Enough friends in melee, and that riot cop troll is in as much trouble as his human counter-parts.
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