Raygun
Jun 23 2004, 03:00 PM
QUOTE (Misfit Toy) |
Of course. Ignorance is bliss. If you prefer to ignore that its broken, then it's not. Your voluntary ignorance changes nothing, though. Especially when discussing said rule and the impact it has on the game. |
See, the problem is that thinking that a rule like this "breaks" anything is simply a matter of perception. In my opinion, having the option to bypass armor doesn't break anything. Sure, some things should probably be adjusted (I don't believe I've said anything to the contrary), and I'm sorry that I don't feel the need to get into detail about those adjustments as I have not the time nor the inclination to spell it out for anyone here. It should be pretty obvious as to what needs to change, and each group is certainly capable of making those changes to suit their needs. Does that mean the whole system needs to change to suit this one rule? Absolutely not.
I'm not ignoring the fact that bypassing armor changes the game. It definitely does that. It makes the game much more deadly. But I actually like it that way. To me the system is more "broken" without the option to bypass body armor.
ShadowGhost
Jun 23 2004, 05:49 PM
Regarding staging damage.... SR3 page 113 states:
QUOTE |
If the attackers successes exceed the target's the attacker can raise the base damage of the weapon." |
This means you don't have to stage damage up, but net successes have to be rolled off before the defender can stage damage down.
Under Called Shots:
QUOTE |
Characters may "call shots" in an attempt to increase the damage their weapons will do. Calling a shot means that the character is aiming at a vulnerable portion of a target, such as a person's head |
While the section gives you only two choices (increase damage, or hit a specific target on something vehicle sized or larger), you can tell your GM "I just want to hit his hand, not kill him, so I'm making a called shot to his hand, and I'm not staging damage for the called shot.
It may not be specifically Canon according to SR3 rules, but a reasonable GM can understand that a hand is certainly less vulnerable than the head and not increase the damage level simply because Canon only offers two choices. Even the guys who made the game don't suggest sticking to absolute "canon"
QUOTE |
In general, stick to the rules. If you (GM) or your players hate one of them, feel free to change it - but make sure everyone understands and agrees with the way the new rules work. SR3 pg.251, "Be Fair" paragraph.
|
Personally, I like called shots, and bypass worn armor. Sometimes shit happens. I've seen Phys adept with Amazing Pistols skills and full ambidexterity, miss 3 out of four called shots at close range, using up all combat pool, to give the target only a Moderate wound on the last try (before we realized called shot can only be used once per Initiative pass).
And then I've seen an NPC killed with a gel round from a pistol... and we needed him alive.
Apathy
Jun 23 2004, 06:42 PM
What about using called shots to bypass vehicle armor? Has anyone had to deal with that much in their games? They'd still halve the power of their weapons and reduce damage code by one, but it still means somebody could damage a tank with a predator, which just seems...wrong.
Kagetenshi
Jun 23 2004, 06:49 PM
That is best dealt with by a BBB to the back of the head.
~J
Modesitt
Jun 23 2004, 07:09 PM
Sometimes, it's worth writing out an opinion on a topic. Other times, you can just point at someone elses opinion.
A rant from a D&D designer named Sean K. Reynolds. While about D&D in particular, most of the arguments are perfectly applicable to SR and shouldn't require any knowledge of d20 to comprehend.
Personally, I believe called shots should never increase damage. It leads to stupid shit with statistics where players calculate exactly when it's optimal to perform called shots vs normal shots to maximize damage. Something like calling shots for Stress as outlined in M&M is palatable to me. I came up with something like this when one GM of mine couldn't be dissuaded from adding called shots to the game in some fashion that bypassed armor.
After successfully rolling an attack, you may choose to subtract any number of successes. If the attack still hits after the target rolls dodge, reduce the effective armor of the target for the purposes of soaking that attack by 1 for every success you subtracted.
The end result is just the same damn thing as increasing the power of the attack, except since I said it was 'reducing armor' I was able to convince him it was a way to treat bypassing armor. I also pointed out that this made it easier to dodge 'called shots', to reflect that they're aiming at a smaller target.
Seeing as how my character was a phys adept with lots of combat pool, this did nothing but make it easier for me to dodge shots.
Kagetenshi
Jun 23 2004, 07:14 PM
You don't like people actually thinking about what they're doing?
~J
Herald of Verjigorm
Jun 23 2004, 08:16 PM
QUOTE (Kagetenshi) |
You don't like people actually thinking about what they're doing?
~J |
Thinking about what you're doing and demanding an in game bonus for doing it that way are two different things.
Kagetenshi
Jun 23 2004, 08:35 PM
QUOTE |
It leads to stupid shit with statistics where players calculate exactly when it's optimal to perform called shots vs normal shots to maximize damage |
That sounds like thinking about what you're doing. Especially since the answer is usually "when you have to take someone down in one hit and your skill is down around 3".
~J
Shadow
Jun 23 2004, 08:42 PM
QUOTE (Kagetenshi) |
Especially since the answer is usually "when you have to take someone down in one hit and your skill is down around 3". |
Then your screwed.
This is an abstract game system. If you don't like that, play GURPS and shoot for the eyes every time.
Play the game however you like, just don't try and force FanPro to put in a more detailed combat system. Flow and fun are far more important the realism. Besides, a little common sens on the rules goes a long way.
Person 404
Jun 23 2004, 09:40 PM
Actually, the fact D20 (moronically) has armor that makes it harder to hit people, as opposed to affecting damage at all, plays a large role in his arguments. SR has a much more sensible approach, and hence can much more easily be converted to hitlocs.
Hida Tsuzua
Jun 24 2004, 02:07 AM
The problem with called shots is that they'll either be A.) too hard to do so it won't be used, or B.) too easy to do and therefore done all the time. Balance it be hard especially with junk like SL-2 and in the end you get little out of it. The only time it'll matter is when you'll taking a free shot (either from ambush, snipering, whatever) at which point it really doesn't matter as you'll blow him away either way.
I really like the explanation used in Exalted about called shots and extra damage, in that characters will always try to do the most damage they can limited by the dice and the level in the skill. If you'll rolling a ton of dice to hit, you'll get a lot of success meaning you hit somewhere nice (either an unarmored spot or someplace like the head). Sure they still get armor, but that can reflect the effort in hitting the same spot (as if they used an theoritcal called shot to bypass armor).
Eyeless Blond
Jun 24 2004, 02:26 AM
Exactly. I guess the question is thus: when, in battle, are you *not* trying to "call your shot", in the sense that you try to shoot somewhere important or vital? The "called shot" modifier, IMO, should really only apply to Option 3, when you're trying to hit the tires on a car, for example.
Austere Emancipator
Jun 24 2004, 04:15 AM
QUOTE (Eyeless Blond) |
[W]hen, in battle, are you *not* trying to "call your shot", in the sense that you try to shoot somewhere important or vital? |
If center mass counts as important or vital, then hardly ever. But there certainly are different levels of aiming at something vital. There might be a time, even in a combat situation, certainly with SL2s around, where a person might choose to go for a shot to the head, knowing that his/her chances of hitting are less than just aiming for center mass but his/her chances of getting a one-shot-kill are higher.
I don't think there's anything wrong with abstracting that choice to the roll of skill dice. I suppose that's quite enough for most groups, and then you only need Option 3. In some groups players like to make those choices themselves, so other options are required.
Dice
Jun 24 2004, 12:56 PM
How about requiring an aim action before you can make a called shot?
Austere Emancipator
Jun 24 2004, 01:57 PM
Nothing wrong with that. You could argue that to call a shot you have to spend a significant amount of time making sure your weapon is pointing specifically at that point and not just at the target in general. On the other hand, it might be possible to aim at certain spots instinctively -- it's certainly possible in computer games, I'm not sure how well it works IRL... Also, the 1.5 second time span to "fire a weapon" for a <11 init character could be considered to include enough time to call a shot anyway.
This has no impact on other considerations of called shots, though. Just a small modification, like using a larger TN penalty for calling a shot at a moving target.
Dice
Jun 25 2004, 07:30 PM
QUOTE (Austere Emancipator) |
This has no impact on other considerations of called shots, though. Just a small modification, like using a larger TN penalty for calling a shot at a moving target. |
Well, it does halve the number of called shots you can make in a turn...
Raygun
Jun 25 2004, 09:49 PM
Why not just make a Called Shot a Simple Action? That way you're not dropping a point off the modifier with the required Aim action. I really don't understand why calling a shot is a Free Action while aiming is a Simple Action anyway. Seems to me that calling a shot basically means aiming for a particularly small area, which would require more effort than simple aiming. I think shooting without aiming/calling a shot would be more like Applegate's "point shooting" technique, which focuses more on speed of engagement than pinpoint accuracy.
Modesitt
Jun 25 2004, 10:27 PM
Sorry about the delay - Monitor died.
QUOTE |
You don't like people actually thinking about what they're doing? |
QUOTE |
That sounds like thinking about what you're doing. Especially since the answer is usually "when you have to take someone down in one hit and your skill is down around 3". |
I object on principle to mechanics that have a high possibility of tricking people into calling a shot at their own foot. That is precisely what called shots usually are. People will call shots without realizing that they are actually doing worse than they would be if they just fired normally. Constantly calling shots in any situation where the opponent is wearing so much as an armored vest is especially common among Samurai with a Smartlink-2("If it's giving me a benefit, I better use it as often as possible!") and unarmed Adepts who chose the Wildcat style("If it's giving me a benefit, I better use it as often as possible!"). It's annoying watching people repeatedly miss shots they could have made. It's especially annoying when its an adept who is not only missing and not helping but actually getting himself beaten up by trying to call a shot.
So yes, I do dislike mechanics that make people think because people don't neccessairily think. There's situations where Called Shots are a really good thing(Watching someone with a Walter 2100 score a bypass the armor on a Troll/Walking Tank/Phys Adept/ that was rushing us with a polearm weapon foci = Priceless for the look on the GMs face considering how much lead up to that point)
QUOTE |
That sounds like thinking about what you're doing. Especially since the answer is usually "when you have to take someone down in one hit and your skill is down around 3". |
I really, really want to know if someone can come up with a non-contrived situation where someone will be forced to take someone down in one hit with a skill of 3. If someone is going to be in combat, there is virtually no excuse for them to have a skill of 3. I can't think of many situations where you wouldn't be using a more competent individual for any one hit take downs that were neccessary.
Person 404
Jun 25 2004, 10:44 PM
QUOTE (Modesitt) |
I really, really want to know if someone can come up with a non-contrived situation where someone will be forced to take someone down in one hit with a skill of 3. If someone is going to be in combat, there is virtually no excuse for them to have a skill of 3. I can't think of many situations where you wouldn't be using a more competent individual for any one hit take downs that were neccessary. |
You get ambushed.
BitBasher
Jun 25 2004, 10:45 PM
QUOTE (Person 404) |
QUOTE (Modesitt @ Jun 25 2004, 10:27 PM) | I really, really want to know if someone can come up with a non-contrived situation where someone will be forced to take someone down in one hit with a skill of 3. If someone is going to be in combat, there is virtually no excuse for them to have a skill of 3. I can't think of many situations where you wouldn't be using a more competent individual for any one hit take downs that were neccessary. |
You get ambushed.
|
Generally speaking of you have a skill of three and get ambushed you SHOULD go down. That's what you get for meing marginally competent in combat. I dont see the reason to give a character a crutch to escape a situation like that.
Person 404
Jun 25 2004, 10:50 PM
I don't see how a reasonable called shot mechanic is a crutch... most people with 3 skill aren't going to be making incredible shots too often. He asked for a situation where someone with low skill needed to make a quick kill, and I gave him one.
BitBasher
Jun 25 2004, 10:56 PM
QUOTE (Person 404) |
I don't see how a reasonable called shot mechanic is a crutch... most people with 3 skill aren't going to be making incredible shots too often. He asked for a situation where someone with low skill needed to make a quick kill, and I gave him one. |
But that's not a reasonable scenario to use a called shot. the odds are someone with three dice won't ever get a sucess with the +4 TN. have few dice so you jack your TN up? let's face it, the person with three dice is screwed in this scenario called shot or not, or please feel free to run through the whole scenario. Even WITH a called shot with a heavy pistol you need at least 2 net sucesses to do a one shot take down, which even if using max combat pool are pretty damn unlikely.
Arethusa
Jun 25 2004, 11:02 PM
Really, the dynamics of precision aim both in SR and in real life are such that in combat, they are really only viable for the highly trained and very capable. The less competent you are, the more you should be worried about getting as many rounds on target as quickly as possible. Called shots are not for people with low skill who need to make a very fast kill. Called shots are either for highly skilled/highly augmented people who need a fast takedown or less skilled people who have time to line up a shot.
Person 404
Jun 25 2004, 11:14 PM
QUOTE (BitBasher) |
QUOTE (Person 404 @ Jun 25 2004, 10:50 PM) | I don't see how a reasonable called shot mechanic is a crutch... most people with 3 skill aren't going to be making incredible shots too often. He asked for a situation where someone with low skill needed to make a quick kill, and I gave him one. |
But that's not a reasonable scenario to use a called shot. the odds are someone with three dice won't ever get a sucess with the +4 TN. have few dice so you jack your TN up? let's face it, the person with three dice is screwed in this scenario called shot or not, or please feel free to run through the whole scenario. Even WITH a called shot with a heavy pistol you need at least 2 net sucesses to do a one shot take down, which even if using max combat pool are pretty damn unlikely.
|
I realize this... I don't understand why the original poster made the claim that this is what they're good for. Nonetheless, he asked for a situation, I gave it. Is a called shot a good idea in that situation? Probably not.
BitBasher
Jun 25 2004, 11:22 PM
QUOTE (Person 404) |
I realize this... I don't understand why the original poster made the claim that this is what they're good for. Nonetheless, he asked for a situation, I gave it. Is a called shot a good idea in that situation? Probably not. |
Fair enough, I just thought I was missing something fundamental here, guess not!
Misfit Toy
Jun 25 2004, 11:36 PM
Skill level already accounts for "called shots." The higher your skill level, the higher your chance to hit a vulnerable spot on your target. That's the entire point behind staging damage due to successes. On top of that, the simple action to aim gives you all the benefits you need to actually steady yourself and make a calculated shot.
The system already accounts for a quick shot at a vulnerable spot and a steady, patient aim at a vulnerable spot. So what exactly is a Called Shot supposed to be again?
Called Shots belong inthe sole domain of vying for a very specific effect (blowing out a tire, shooting a weapon out of an opponent's hand, etc.). Raising the Damage Code is redundant and ignoring armor breaks the system used to determine armor ratings in the first place.
If armor completely negated your ability to do damage, such a system would be viable. If armor had a set Barrier Rating that determined how much protection it granted regardless of its location on the body, such a system would be viable. If the system didn't use an abstract mechanic that combined cover and the ability to stop a round, such a system would be viable.
Unfortunately, none of those are the case.
Unless you want to go through and completely revamp the combat system from the ground up, such a system will continue to be nonviable. To do it, you have to change what Skill Ratings mean. You then have to change how Staging works. You then have to eliminate the Aim Shot action because it then becomes superflourus. You then have to completely change how Barrier Ratings work. You then have to completely change how Cover works. And so on and so forth.
Yes, you can twirl your finger in the air and claim "or I could just use the Called Shot rules and ignore all the other stuff!" But it doesn't change any of the facts above.
Misfit Toy
Jun 25 2004, 11:40 PM
Stupid double posts.
In any case, if you want a system that would make bypassing armor more cohesive with the system, something like allowing every two successes on the Ranged Combat Test to either increase the Damage Level by +1 or lower the effective armor of the target by -1. This way, you're either aiming for a vulnerable spot (raising Damage Level) or trying to get around armor (reducing Armor Rating). Aiming your shot lowers your target number. A lower TN gives you more successes. More successes gives you a greater effect either way you want to go.
At least that would be the most consistant way to handle it within the context of the rest of the system.
Eyeless Blond
Jun 26 2004, 12:06 AM
Well, I'd go with -2 armor per two successes, down to a minimum of one-half worn armor, but otherwise that works for me.
Wow, I'm agreeing with the troll. Weird.
Kagetenshi
Jun 26 2004, 05:08 AM
QUOTE (Modesitt @ Jun 25 2004, 05:27 PM) |
I really, really want to know if someone can come up with a non-contrived situation where someone will be forced to take someone down in one hit with a skill of 3. If someone is going to be in combat, there is virtually no excuse for them to have a skill of 3. I can't think of many situations where you wouldn't be using a more competent individual for any one hit take downs that were neccessary. |
NPC the team was bodyguarding. Pistols 1 (Tasers 3) and a taser, the kind that does S damage most of the time. Opponent had expended all Dodge, but if he got another action the NPC was going down. Base TN was 6, called the shot and got a single 11, the others were below 6.
Edit: I've also decided on what I'm going to do for my armor-bypassing houserule, if anyone cares. I'm going to allow that use at Skill/2 meters or less. Not going to open it up further with scopes unless I get some inspiration.
~J
Austere Emancipator
Jun 26 2004, 02:59 PM
QUOTE (Misfit Toy) |
Unless you want to go through and completely revamp the combat system from the ground up, such a system will continue to be nonviable. To do it, you have to change what Skill Ratings mean. You then have to change how Staging works. You then have to eliminate the Aim Shot action because it then becomes superflourus. You then have to completely change how Barrier Ratings work. You then have to completely change how Cover works. And so on and so forth. |
Oh come on... You most certainly do not have to change what Skill Ratings mean. Those have nothing to do with this. Neither do you have to change staging, or eliminate Take Aim, or change the rules of Barrier Ratings, or Cover. You just don't. You can get by with simply changing what the Damage Code actually represents, how Penetration of Armor (and other objects) is calculated, how the Armor Rating is calculated and introducing hit locations.
The above is nowhere near changing "everything", it is not a full revamp, you don't go to ground level at any point let alone starting building from it. You modify certain rules that have to do with ranged combat, and you re-do certain tables. No matter how many times someone says "That's changing the whole system" it is not and will never be. It's just a set of house rules, and not a particularly long or complex one at that.
Ignoring the tables, I can squeeze my modern ranged combat house rules into 2 pages (or less) of Font 10 text. The Armor and Weapon/Caliber tables are longer than the canon ones just because I want them to be, changing the rules to allow for called shots to specific locations (and thus possibly bypassing some or all armor) does not require this at all.
Zazen
Jun 26 2004, 05:52 PM
QUOTE (Austere Emancipator) |
You can get by with simply changing what the Damage Code actually represents, how Penetration of Armor (and other objects) is calculated, how the Armor Rating is calculated and introducing hit locations. |
I'm curious, do you even have to do all of that?
It seems to me that you could just get away with just creating hit-location ratings for each armor piece to be used only when called shots are involved. I can't immediately see the downside to this, aside from some increased lethality (and surges in the stock prices of helmet manufacturers

). I've never given it much thought, though, or even read the existing threads on the subject. Is there some reason that this is insufficient?
Austere Emancipator
Jun 26 2004, 06:52 PM
That does, largely, negate the requirement to re-do armor ratings. However, if you want to get very logical (and I mean far more logical than SR canon ever was) you'd have to change Power ratings etc as well.
Currently, I guess the excuse for Heavy Pistols doing 9M and ARs doing 8M is that HPs do more damage if/when they do penetrate. If you add hit locations and armor ratings based on those, you know when you've got clear penetration and when you don't. A Heavy Pistol penetrating better than an AR is really bad already, and it gets a whole lot worse when it really does penetrate better when you hit a guy with an Armored Vest square in the chest.
If you don't want more logic than SR canon comes with, it's no problem. It's just that some of us who create "realism" house rule sets and share them also be sure to make those rules hyper-logical, to cut down the amount of "Your rules suck" comments.
Misfit Toy
Jun 26 2004, 06:57 PM
Yes you do have to change Skill Ratings. As they currently stand in combat, they represent your accuracy at hitting a vulnerable spot. Called Shots toa vulnerable location conflict with this because you're already doing it by default.
You also have to change how staging works, because due to the way Skill Ratings work, the number of successes you gain determines how vulnerable a spot you hit. Called Shots to a vulnerable location conflict with this because you're already doing it by default.
Cover and Barrier Ratings have to be changed because now you have to use them for armor locations. If armor only protects certain locations, you effectively have Cover in those locations. Different armors will also have to have different Barrier Ratings because now that they work as cover, if you hit an armored location, you have to know if it penetrates or not. The standard Armor Values do not work here because they're a composite of the two. The plating of an Armored Vest with Plates is *not* equal to the flimsy material of Form-Fitting Body Armor. Called Shots to a vulnerable location or to bypass armor conflicts with this.
You also have to completely redo Damage Codes because now they're a composite of penetration power, damage potential, and size/viciousness of the wound. Since Called Shots to a vulnerable location or to bypass armor force the above changes, they also require this change in order to remain internally consistant.
etc.
Again, sure, you can be flippant and say "I just wanna bypass armor" and "I'm just going to say what areas armor protect," but none of that will fix the inherent problems. It just makes the whole system extremely more unrealistic, not the other way around.
Austere Emancipator
Jun 26 2004, 07:27 PM
QUOTE (Misfit Toy) |
As they currently stand in combat, they represent your accuracy at hitting a vulnerable spot. |
This does not change by introducing hit locations or armor by hit locations. You still hit more vulnerable spots with high skill. The only real problem there is the "16 successes hit the the foot" which any good set of house rules (and any decent GM) can completely bypass in any situation. That is certainly no "game-breaking" problem, not compared to stuff like canon shotguns.
[Edit]Noting Arethusa's message below: A 16-success hit to the Right Leg (I do not suggest using hit locations smaller/more specific than that) could be described by the GM as such:
The bullet enters just below the front thigh kevlar panel as the leg is bent at the waist. Travelling almost lengthwise through the thigh, the bullet completely shatters the thighbone and rips into shreds all the major blood vessels in the thigh before exiting through the right buttock, wreaking havoc in the lower abdomen and breaking the hip bone on its way out. The pressure wave travels through these large bones into the lower spine, strangling the nerves and causing lower body paralysis. Combined with excessive bleeding and massive shock this causes immediate unconsciousness and quick death.
It's more interesting for the players this way, I'd think, because 16-success hits are no longer always the standard head and aorta shots.[/Edit]
QUOTE (Misfit Toy) |
You also have to change how staging works, because due to the way Skill Ratings work, the number of successes you gain determines how vulnerable a spot you hit. Called Shots to a vulnerable location conflict with this because you're already doing it by default. |
I don't see that they do. A really good shooter could take an uncertain shot at a person's center-mass, get lucky and hit the target right in it -- representative of e.g. TN 8, several successes, no called shot. I do not wish to abstract everything in shooting to the roll of the dice, just like many do not abstract everything in social situations to the same.
Just like in combat, I require characters to describe in some manner how they approach a social situation -- if they want to go and talk to a stranger, I want them to give me an idea of how they approach him/her, the mood, how blunt they are about their business, etc. Different GMs set the limit of abstractness at different places. Regardless of the amount of stupid fucking flaming those kinds of threads inspire, no such approach is wrong -- just suitable for different kinds of people. This approach is suitable for me, and is certainly none less logical than the canon approach.
QUOTE |
If armor only protects certain locations, you effectively have Cover in those locations. |
No you don't, not unless you want to change to rules in such a way. Being hit with a pistol in a kevlar vest is very different from being shot at with a kevlar vest propped up 1 meter in front of you. It does not change visibility to target (no more than clothing anyway), which is one main function of cover, and there are several key differences in how ballistic protection is granted by body armor and hard cover.
QUOTE |
Different armors will also have to have different Barrier Ratings because now that they work as cover, if you hit an armored location, you have to know if it penetrates or not. |
See above, plus you still don't need to "know" if something penetrates or not. Even over a single hit location, armor is abstracted. A bullet can hit you in the side, between kevlar panels. It can hit you in the shoulder, missing the ceramic plate and penetrating in a joint of kevlar strips. There is still a lot of description involved in penetration, and the GM can describe the situation however he wants -- the numbers just help to give him a general clue, and make sure he sort of keeps in line with the reality of firefights.
QUOTE |
The standard Armor Values do not work here because they're a composite of the two. |
No argument there. You certainly should do something about the Armor ratings if you wish to allow hit locations and/or bypassing armor with Called Shots -- even if you just do something like what Zazen suggested. But all you really need to do about armor is to give them separate ratings by location, and preferably balance these against the Powers of different weapons and the probability and lethality of being hit in different locations. This is extremely easy, if you have any interest in doing it.
QUOTE |
You also have to completely redo Damage Codes because now they're a composite of penetration power, damage potential, and size/viciousness of the wound. |
They were this before, too, only now the relation in the mix has changed. Power is more about Penetration than it was before. That, I assume, is what drove Raygun to use his Armor Penetration modifiers to separate between rifles and pistols etc, and it certainly was what drove me to use the Penetration Rating for all calibers -- such modifications allow you to use the Damage Code as only a (alpha)numerical description of the type of wound it causes.
With an easily scalable Penetration system, you could basically look at wound profiles of different ammunition and select certain parameters which mark the boundaries of different Powers and Damage Levels -- depth, diameter, volume. Or you can just slap new Damage Codes on the weapons based on what looks cool to you, or just stick to the old ones realism be damned. Considering the 7S and 10S LMGs and HMGs and the 4L and 6L Hold-Out and Light Pistols [Edit]respectively[/Edit], it's hard to make up Damage Codes for such a system that make significantly less sense than the canon ones.
QUOTE |
Again, sure, you can be flippant and say "I just wanna bypass armor" and "I'm just going to say what areas armor protect," but none of that will fix the inherent problems. |
I always suggest people to change the armor and Damage Codes as well as introducing hit locations if they wish to allow bypassing armor (with or without called shots). But regardless of how many times we discuss this, that will never transform into changing the whole system. Those few, simple modifications can easily make the game (much) more realistic without making it more complex. You can overdo it, you can make it too complex, and you can break the game if you do such modifications poorly. But that's the way it is with house rules.
Arethusa
Jun 26 2004, 07:33 PM
QUOTE (Misfit Toy) |
Yes you do have to change Skill Ratings. As they currently stand in combat, they represent your accuracy at hitting a vulnerable spot. Called Shots toa vulnerable location conflict with this because you're already doing it by default.
You also have to change how staging works, because due to the way Skill Ratings work, the number of successes you gain determines how vulnerable a spot you hit. Called Shots to a vulnerable location conflict with this because you're already doing it by default. |
Right. Because if I call a shot to a leg a total area, clearly, there are no areas within that leg of varying lethality, vulnerability, or necessity to its owner.
Kagetenshi
Jun 26 2004, 07:43 PM
There are no 10S LMGs, unless I'm very much missing something.
~J
Austere Emancipator
Jun 26 2004, 07:44 PM
QUOTE (Kagetenshi) |
There are no 10S LMGs, unless I'm very much missing something. |
"7S and 10S LMGs and HMGs", respectively.
If that helps.
Kagetenshi
Jun 26 2004, 07:53 PM
The "and HMGs" was what I was missing

~J
Misfit Toy
Jun 26 2004, 08:04 PM
Skill covers what and how well you hit. Period. If you want to avoid killing someone, I believe that's already covered in the game by holding back dice from the test (if not specifically, then in spirit from other rule sets). You can't be "more lethal than lethal" when trying to kill someone... at least not without aiming, and that's precisely what aiming reflects and results in under the rules as written.
Called Shots simply don't fit in the system. At least not the damage-oriented ones. They're the obnoxious red-headed stepchild of the combat rules. They're only there because of players who don't understand how the system works as it stands.
As it stands now, you can easily say "I'm shooting the guard in the head" and then roll normally. The GM then describes what happens based upon the staging and other scenarios. If the final result is a Deadly wound, bam, you nailed him right between the eyes. If it was reduced to a Light wound mostly because of his armor, then either your aim was off or he moved at the wrong time and your shot richochetted off his armor. If you only got one or two successes and didn't stage very well, that represents a poor shot. etc. If a player doesn't specify, the GM has even more sway over resolving what the die rolls and modifiers result in.
I don't know why I bother getting into it everytime I run into one of these threads. It's a well-established fact that you can't talk sense with gun nuts, katanaphiles, or people who have it in their head that the system sucks and needs to be "more realistic." So I'm pulling out. I've said what I have to say, take it for what its worth, which is obviously not very much.
BitBasher
Jun 26 2004, 08:08 PM
I totally agree with toy here, (except for the part about degrading the gun nuts and katanaphiles

) the system that already exists, coupled with a GM that is competent at giving good descriptions of combat already accomplishes all that a called shot mechanics system already would, with absolutely nothing added. That's how I handle it in my games.
kevyn668
Jun 26 2004, 08:10 PM
Okay, against my better judgement I've decided to start plowing through this. Its up to four pages so you guys
must have something good to say

Maybe I'll even weigh in on this if everyone hasn't already made my points...
Kagetenshi
Jun 26 2004, 08:12 PM
QUOTE (Misfit Toy) |
Skill covers what and how well you hit. Period. If you want to avoid killing someone, I believe that's already covered in the game by holding back dice from the test (if not specifically, then in spirit from other rule sets). You can't be "more lethal than lethal" when trying to kill someone... at least not without aiming, and that's precisely what aiming reflects and results in under the rules as written. |
It's covered by only accepting a limited number of successes and raising the TN.
~J
Austere Emancipator
Jun 26 2004, 08:28 PM
QUOTE (Misfit Toy) |
Skill covers what and how well you hit. Period. |
I'm not fond of anything that ends with "Period."
Skill doesn't exactly cover what you hit IRL, so I don't want it to in my games. Like I already said, it's like with Social skills. I ask a player whether his character just walks up to a stranger, shows him a picture and asks "Have you seen this man?", or starts with small-talk first, or is threatening, or apologetic, etc, regardless of the character's skill level or Charisma rating. Similarly I want the player to tell me if and where is he calling a shot, how much he's aiming first, how much is he shooting, etc.
And I want those kinds of choices to have some sort of numerical effect. A good (dramatical, movie-like, inventive, funny) approach in a social situation might offer a lower TN and thus better chance of achieving your goals. Similarly a good mix of snap shots and carefully aimed shots, standard center-mass shooting and calling shots in different places, single shots and fully automatic fire will offer a better chance of prevailing in ranged combat.
If you don't like those kinds of choices of exist for more than purely description and IC stuff, that's fine. You're absolutely free to play your game that way. I like to play (or, indeed, run) a slightly different kind of game. It's not that I "don't understand how the system works as it stands", I just like to modify it a bit to suit my gaming style. And it seems some other people do to. I assume they are not all morons either.
QUOTE |
As it stands now, you can easily say "I'm shooting the guard in the head" and then roll normally. The GM then describes what happens based upon the staging and other scenarios. If the final result is a Deadly wound, bam, you nailed him right between the eyes. If it was reduced to a Light wound mostly because of his armor, then either your aim was off or he moved at the wrong time and your shot richochetted off his armor. If you only got one or two successes and didn't stage very well, that represents a poor shot. etc. If a player doesn't specify, the GM has even more sway over resolving what the die rolls and modifiers result in. |
Absolutely. And when you've got a GM who likes to describe a lot and has a great imagination as well lots of good sense, you can ditch even more rules, leading to a very quick and simple yet extremely entertaining and rich gaming experience. I have a rather poor imagination and not a lot of sense while I'm using what little of it I have. I need rules and guidelines to keep me from being really silly.
QUOTE |
It's a well-established fact that you can't talk sense with gun nuts |
...car enthusiast, politicians, lefties, righties, hippies, yuppies, university students, young people, elderlies, middle-aged people, or people who have a first name starting with a T.
It is worth noting that I haven't said SR "need to be more realistic". I have said that it would be nice if SR were more sensible about some things, and I have said that I want my game to be more realistic. Those are very different things.
Personally, I'm glad there are always a few people who come into the realism- and combat-threads to say that "the simpler the better" and "we don't really need realism". Internal logic is important, as is simplicity, and realism doesn't mean anything unless something is fun to play. I just wish those comments would be made in a slightly less annoying tone. Telling someone "Your way of playing the game is wrong" is not very useful, having a more objective discussion about the differences in the styles of play just might be.
Apathy
Jul 2 2004, 07:46 PM
reviving an old thread here, but had a related question:
Do the canon rules for bypassing armor apply only to personal armor, or do they also work against drone- and vehicular armor? I don't think they specifically limit it in the errata.
the rules in the FAQ apply to all armor, as far as i'm aware.
BitBasher
Jul 2 2004, 10:46 PM
Yes, for a +4tn technically you can destroy the Vault Door at NORAD and an Main Battle Tank with a pistol by bypassing it's armor and aiming at a vulnerable part.
RedmondLarry
Jul 3 2004, 12:10 AM
But, of course, no GM should interpret the Called Shot FAQ the way you keep wanting to, BitBasher. When you find a GM that interprets it that way, and runs it that way, let me know.
Misfit Toy
Jul 3 2004, 12:13 AM
Whether or not that's how GMs interpret it is of little consequence. As written, the rule allows it. It's just one of the many reasons why it's such a poor rule.
BitBasher
Jul 3 2004, 05:29 AM
QUOTE (OurTeam) |
But, of course, no GM should interpret the Called Shot FAQ the way you keep wanting to, BitBasher. When you find a GM that interprets it that way, and runs it that way, let me know. |
Er, I don't want people to interpret it that way, and I never have... I'm just pointing out that it CAN be interpreted that way, there's a big difference!