Fortune
Sep 4 2003, 05:48 PM
QUOTE |
FAQ: Do called shots in ranged combat bypass armor, like they can in melee combat?
When handling called shots, for either melee or ranged combat, gamemasters should use the rules on p. 114, SR3 (ie., calling a shot is a Free Action, called shots receive a +4 target number modifier, etc) along with the following rules. The player calling the shot can choose one result from the following three options:
1. The Damage Code is increased by one Level (as stated on p. 114, SR3). The target's regular armor applies.
2. The attack bypasses the target's armor. In this case, the attack's Damage Code is not modified, but the Power is not reduced by armor bonuses. (Note that the attacker can simply choose a location on the target that is less armored, rather than bypassing the armor completely, so that only the armor in that location applies).
3. Target a smaller part of a larger target (such as the tires on a vehicle).
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I'm not liking this at all!
Edit: As you probably notice, this is in the wrong Forum. My apologies for my temporary lapse of intelligence. If one of the Administrators could move this message to the correct Forum I would appreciate it. Thanks.
TinkerGnome
Sep 4 2003, 06:41 PM
QUOTE (Fortune @ Sep 4 2003, 01:48 PM) |
I'm not liking this at all! |
I have to agree. I understand where they're coming from, but it really needs to be changed to something more like this, at the very least:
2. The attack can target a location on the target that is less armored, so that only the armor in that location applies. In this case, the attack's Damage Code is not modified, but the Power is not reduced by armor bonuses not covering that location.
I mean, it makes no sense that you can target someone with the armor spell up and avoid it (it's a bubble of force, how do you find a "less armored" part on that?) or shoot someone with full body plating and not have to deal with the armor on that location.
booklord
Sep 4 2003, 07:08 PM
How does the head shot work into this?
It seems to me that it works in both the armor avoiding and damage increasing fashions.
TinkerGnome
Sep 4 2003, 07:11 PM
Well, for game balance, you can't get both benefits. Which certainly seems fair to me

After all, runners are about twice as likely to suffer from that as security goons (who usually get helmets).
Nephyte
Jun 21 2004, 08:25 PM
((( Dredging up Old Threads rather then messing up the board by starting a new one )))
If the target is wearing a helmet, it's quite likely reasonable to up the Helmet's Armor rating for purposes of a called shot. Consider the helmets armor rating to be similar of that to Cyberlimb armor. The total gets divided for that specific body part so that it applies to the general body as a whole.
Thus if you reverse engineer that for helmets, cause the armor rating of a helmet is divided to protect the body overall in the rules mechanics, it's obviously much tougher then Ballistic 1 (or whatever low Ballistic rating the helmet has) and thusly when it's targeted by a called shot should have it's full armor rating.
Just a thought ... =)
The White Dwarf
Jun 21 2004, 08:31 PM
Way we use it is as follows (note, this is following the rules above, just like examples of how we apply it):
You could called shot for more damage. Like aiming for somones heart or something, basically the shooter is out to kill. +1 damage level.
You could called shot around armor. Aim for an area like the neck or under the arm where theres likley less armor. Ignore armor (note, we interpret this to mean worn armor, not things like dermal sheath or the armor spell that would theoretically be unavoidable; ymmv).
You could called shot for a subtarget. Like a called shot to the head, or a tire. Apply logic with effects (ie, only armor in target location, reduce move if its a leg, crash test for tire, etc; point being it doesnt raise the damage code, or ignore armor on its own, it just affects the subtarget).
Hope that helps.
Nikoli
Jun 21 2004, 08:39 PM
I also use that 3rd part as the basis for maiming. afterall, most folks don't willingly lop off a perfectly good arm to be replaced by a metal one. they do however often opt for the metal replacement.
Kagetenshi
Jun 21 2004, 09:27 PM
I'm considering houseruling that you can callshot to bypass bypassable armor at distances of two meters or under. Any thoughts on that?
(This houserule intended to bring that one-shot pistol with the shotgun round back into usefulness)
~J
Misfit Toy
Jun 21 2004, 09:49 PM
How about changing the range to (Skill Rating) meters instead? I don't particularly like Called Shot rules at all, even the core rules for them, but going on skill level seems to make more sense than a flat range.
Phaeton
Jun 21 2004, 09:52 PM
Even better.
Cursedsoul
Jun 21 2004, 10:03 PM
*has flashbacks of AD&D and rogues*
(skill rating) meters doesn't really work for things like rifles which are meant to be used at longer ranges and tend to be used through a scope.
Maybe create an addition saying something like "if a scope is used, armor may be bypassed at any range"
That'd make it plausible for rifles, but it would make scopes even more powerful.
I wonder if its possible to get a cybernetic modification to a smartlink system to turn it on/off like Wired Reflexes have with that Reflex Trigger? That way smartlink users don't get the shaft, and if you're paying 1/12 of your essence for it I think it should be allowed.
I dunno, either it seems smartlink users get the shaft or non-smartlinked users get the shaft. Pah.
Phaeton
Jun 21 2004, 10:06 PM
QUOTE (Cursedsoul @ Jun 21 2004, 05:03 PM) |
*has flashbacks of AD&D and rogues*
(skill rating) meters doesn't really work for things like rifles which are meant to be used at longer ranges and tend to be used through a scope.
Maybe create an addition saying something like "if a scope is used, armor may be bypassed at any range"
That'd make it plausible for rifles, but it would make scopes even more powerful.
I wonder if its possible to get a cybernetic modification to a smartlink system to turn it on/off like Wired Reflexes have with that Reflex Trigger? That way smartlink users don't get the shaft, and if you're paying 1/12 of your essence for it I think it should be allowed.
I dunno, either it seems smartlink users get the shaft or non-smartlinked users get the shaft. Pah. |
I vote Smartlinks already can do so free of charge. It'd be common sense to allow that.
EDIT: That also gives nice incentive for people with rangefinders to still invest in some vision mag cyber or a scope.
Kagetenshi
Jun 21 2004, 10:36 PM
I might go with Skill in meters, but after a fair amount of thought as to allowing it with rifles, I think I'm probably going to leave them alone (without the benefit of bypassing armor). Wasn't there an argument suggesting that the higher Power of the sniper rifle reflected increased ability to bypass armor in addition to raw flesh-damaging capability, anyway?
There are a lot of realism reasons why snipers might be able to bypass armor, but I can't think of a good game-balance one right now.
~J
Cursedsoul
Jun 21 2004, 11:25 PM
I agree that it should be free Phaeton, but I could see my way to paying like, 10% extra. Its 3500 for a SL2 so that's 350. Big whoop.
As for Armor bypassing and snipers are concerned...
Calling a shot means taking aim at a vulnerable part. You aren't aiming for that helmet, you're aiming for his eye socket. However, Its got a +4 modifier for a reason because the guy is going to hear that gun go off and then try to dodge out of the bleedin' way. You take this into account and that +4 is your judging "okay he'll probably go down and to the left, so I'll aim a bit down and to the left" and hope you hit him.
At short range that's TN8 to hit the guy. Looking on page 92 of the Sr3BBB that's "strenuous" right below Extreme and NEARLY IMPOSSIBLE.
As a GM I'd go with armor reduction or +1DL. Straight up Bypassing doesn't make much sense to me in all honesty because either you're wearing armor there or you aren't.
That +1DL means you hit them where it will do maximum damage, which means not full covered by armor.
If you want to aim at someone's torso you can get armor reduction. Probably 1/2 rounded down all ballistics ratings.
Say you take a heavy pistol and fire it at some guy's chest and he's got an armor jacket. Normal shot is just center mass so there's no big deal to rule full armor. If you aim for the plates covering his heart ONLY those plates count, and that means you don't get as much dispersal.
That 9M attack would be 9-5 for TN4 to resist, or 9-2 = TN7 to resist otherwise.
That extra power means you hit'em where it hurts. Harder to shrug it off and keep walking.
For abstract targets like hand/foot/arm/leg I'd count the hand/foot as no armor and +1DL because armor there isn't doing anything. If they have FFBA and are WEARING the gloves/Boots they'd still get +1DL but full rating of the FFBA, standard in other words.
Still going to cause more damage I'd say, but those gloves are going to help in a big way. It'd be easier to stage down, but you still need to get those 2 extra successes by default due to sensitive location or some other scientific fact.
For the leg, only armor covering that location works. This means no armor unless its a longcoat. For simplicity, I'd go with full armor value for determining the 1/2 because its not worth it to figure out which way its flapping.
So anyways, Scope would allow you to find the kinks and chinks a lot better than some guy eyeballing it with a smartlink. The SL makes it easier to HIT but not to PENETRATE, while that scope will get you both at the cost of slightly harder to hit them in the first place.
Kagetenshi
Jun 21 2004, 11:30 PM
QUOTE (Cursedsoul @ Jun 21 2004, 06:25 PM) |
the guy is going to hear that gun go off and then try to dodge out of the bleedin' way. |
Except he isn't, because by the time the sound of the gunshot reaches him the bullet is already digging its way through whatever is behind the neat little hole in his head. For that matter, even if he sees the shot go off, by the time the bullet is in flight it's too late to dodge.
~J
Necro Tech
Jun 21 2004, 11:47 PM
Also suggested to me by the designers was allowing a called shot to do -1DL for crippling shots. Damn gangers running away from your dwarf? Shoot them in the leg. Disarm the opponent with a called shot to the hand. I've been using it for a long time but it rarely gets invoked. Blood thirsty bastards.
Cursedsoul
Jun 21 2004, 11:53 PM
I'm not talking about dodge. I'm talking about the natural reflexes that go off when you get startled.
You're going to cringe, move slightly this way or that way. Not enough to dodge, but that's part of that +4TN.
I'm just trying to find reasons for the way called shots work. I have lot of problems with shadowrun's system just like everyone else. Shadowrun is receptive to combat like AD&D is, so that area gets the most attention.
If you think I was trying to justify some sort of dodging reflex, that just isn't the case. Sorry if that's what it looked like.
Also, let's not forget calling a shot is free. Use your free action to say "I'm shooting him in the crotch with my super deluxe ball zapper 3000" and its +4TN. Spend a few seconds actually AIMING and the chance to do something improves immediately.
Hell, call the shot, aim for a simple action, then fire with the remaining simple (presuming this isn't a SS weapon or melee or something).
My guess is also that the +4 is your brain adjusting and second guessing, or whatever aiming actually constitutes. The SL2 cuts out that distracting element dramatically increasing the likelyhood of getting the shot off.
The brain operates at insanely high speeds that we know close to nothing about. All of these would thus contribute towards that +4TN besides the obvious "okay I'm steadying my arm, zeroing in on the target" etc, etc.
Cursedsoul
Jun 21 2004, 11:57 PM
QUOTE (Necro Tech) |
Also suggested to me by the designers was allowing a called shot to do -1DL for crippling shots. Damn gangers running away from your dwarf? Shoot them in the leg. Disarm the opponent with a called shot to the hand. I've been using it for a long time but it rarely gets invoked. Blood thirsty bastards. |
sorry to double post.
That seems like it could work nicely. Certainly something I'd use quite often.
Two crippling strikes to the hands means he ain't exactly doing much. It would make pistols even better.
How'd you run it for light pistols and other L damage level weaponry? Translate that to -2 power or a +1TN for having to make extra damn sure you hit a sensitive area? I'd go with power decrease personally because that'd sorta help simulate the attack just not being up to snuff.
It would make hold-out pistols actually worth using. Sure that's only 4L, but if I shoot you in the eye or your favorite testicle that's not going to make you happy now is it?
Misfit Toy
Jun 22 2004, 12:14 AM
QUOTE (Kagetenshi @ Jun 21 2004, 04:36 PM) |
I might go with Skill in meters, but after a fair amount of thought as to allowing it with rifles, I think I'm probably going to leave them alone (without the benefit of bypassing armor). Wasn't there an argument suggesting that the higher Power of the sniper rifle reflected increased ability to bypass armor in addition to raw flesh-damaging capability, anyway? |
It's also assumed in the staging rules themselves. It's one of the many, many reasons why those Called Shot rules above break the system. The other major one being how armor is handled in the first place. On one hand, these new rules make bypassing an Armored Vest with Plates is just as easy as bypassing a full suit of Security Armor. On the other, the actual protective value of Armored Vest with Plates is equal to the flimsy material of Form-Fitting Body Armor (at least ballistically).
Broken, broken, broken. I do so loathe Called Shots, at least as presented. A Called Shot to shoot a weapon out of someone's hands, that I could handle. But what these rules do is already assumed in the abstract nature of how armor, Damage Codes, and staging work. If you say "I'm shooting at his head" and then the final shot ends up as a Deadly wound, bam, you nailed him in the head. If it came out as, say, a Light wound, you only grazed his ear or something. If you weren't specific when declaring the action, the GM has full control over the description. That's the beauty of the system.
Raygun
Jun 22 2004, 02:10 AM
QUOTE |
QUOTE | 2. The attack bypasses the target's armor. In this case, the attack's Damage Code is not modified, but the Power is not reduced by armor bonuses. (Note that the attacker can simply choose a location on the target that is less armored, rather than bypassing the armor completely, so that only the armor in that location applies).
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I'm not liking this at all!
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I love it. Cuts down on the Hong Kong Blood Opera bullshit in a major way. Of course, it tends to cut down on
all the gunplay in a major way, as players tend to be a lot less apathetic about their characters getting shot in the face with assault rifles.
But hey, if you're not in the mood for it, don't use the FAQ rule. If you like to see Chow Yun Fat moves in a game, by all means, use rules that cater to that. It's not like the Gaming Police will come knock down your door and haul you off to the D6 Block of RPG prison or something.
Personally, I take it a bit further, using
Andy's hit location rules most of the time. Takes more time, but I don't have a problem with that.
Phaeton
Jun 22 2004, 02:29 AM
Hey, Raygun---did Andy provide any idea on how his system handled flamethrower effects and shot-shell fire?
BitBasher
Jun 22 2004, 02:51 AM
Or, did andy provide a method for reworking all the armor values in the game to work right with his own hit location system? I didnt see that on his site, and the armor values are horribly wrong when taken out of abstract. :/
Arethusa
Jun 22 2004, 06:09 AM
And I'll add to that: did he mention how multiple rounds in autofire are handled with hitting different locations? Sent you a PM asking about it (and shot; also addressed both
here); not sure if you ever got it.
Neon Tiger
Jun 22 2004, 06:14 AM
Our group plays by these rules. You want to call a shot, you must specify where you call it, as in, head, torso, arms or legs.
Headshots increase damage level and bypass armor IF the target has no armor in the head area. Called shots to other places go against whatever armor is present at that location, and will have some extra effects which are up to GM. Like shooting someone in the leg, well he/she/it isn't going to move around very fast. Shooting someone int the arm will most likely disable that arm, depending on the damage done. And also, when shooting someone in arms or legs, damage is capped to maximum of Serious. Also, you can't bypass Armor spells or cybernetic armor.
And helmets of various heavy armors have the armor rating of the heaviest version of the armor when calculating called shots. So Military-grade helmet has 9/8 armor and so on.
Final word: Yes, called shots are deadly and nasty. But they are not really all that easy to pull if you, as a GM, remember that perfect shooting conditions rarely exist. This means, even those called shots can be survived if the shooters TN is something like 12. And if the players start shooting everyone in the face, well, maybe those security goons will also start to do that, too.
Cain
Jun 22 2004, 06:38 AM
I manage to control things by taking the wording literally.
Since "the damage code is not modified", I interpet that to mean that you can no longer stage up the damage. You're stuck with the base damage level of your weapon. And it makes sense-- shooting a guy in the knee or hand will cripple him more than shooting him center mass, but it's not as likely to hit a vial organ and kill him outright. Your successes only count to negate his dodge successes.
toturi
Jun 22 2004, 10:13 AM
I interprete the FAQ in the same way too, Cain.
Misfit Toy
Jun 22 2004, 03:08 PM
That's a really lame of handling the problem. It's blatantly obvious that the comment was in reference to option #1 which modifies the Damage Code. How you guys ever passed basic English Comprehension when you were in school amazes me.
BitBasher
Jun 22 2004, 03:42 PM
Edit: nevermind.
Eyeless Blond
Jun 22 2004, 04:37 PM
Well, as rude and childish as his whiny little complaint is, Toy has a valid point. If you interpret "the damage code is not modified" to mean that you can't stage the damage up, then you must also interpret it to mean that the damage code is not staged *down*, either.
Personally I just interpret option 2 as: "Here, the creators just smoked a lot of crack and made up something stupid." I suppose I'd go with a called shot cutting all worn armor in half or something, but negating all armor seems a bit much, especially for a +2 TN (with SL-2) shot.
Cursedsoul
Jun 22 2004, 04:45 PM
Well its still a base of +4TN and I don't really know of much else that's increased THAT substantially if you want to do it.
A called shot with melee bypasses all armor except that which is worn in the area. Why would a bullet be any different? The only REAL difference is what armor type you resist it with.
What I hate about shadowrun is the rules. The universe is really interesting but the rules in some instances were written by crackheads it seems.
Raygun
Jun 22 2004, 05:06 PM
QUOTE (Phaeton) |
Hey, Raygun---did Andy provide any idea on how his system handled flamethrower effects and shot-shell fire? |
No.
QUOTE (BitBasher) |
Or, did andy provide a method for reworking all the armor values in the game to work right with his own hit location system? I didnt see that on his site, and the armor values are horribly wrong when taken out of abstract. :/ |
He did have that information on his site before he shut it down. Unfortunately, I didn't download it beforehand. I've developed my own armor rules for that, which I haven't had the time to put into HTML and add to my site yet. Honestly, most of it is done on-the-fly anyway. Here's what Andy had to say about it on page 2 of the hit location system files:
QUOTE (Andy) |
ARMOR MODIFICATION FOR USE WITH THE HIT LOCATION SYSTEM You need to know what armor protects what location.The problem here is, that standard rules assume that a piece of armor covering a greater area of the body provides better protection. Since this acts against the concept of using hit locations, you have to substitute the Ballistic and Impact ratings with more general ones, based on material. Upcoming Supplements will contain some examples for material, which should be quite common. The new values presented here replace the old ones only if you use the hit location system, of course. Otherwise the protection would be much too high. |
It shouldn't be too difficult for you to figure out what armor covers what locations, and how much protection it offers to each location, if you want to get that deep into it.
QUOTE |
And I'll add to that: did he mention how multiple rounds in autofire are handled with hitting different locations? Sent you a PM asking about it (and shot; also addressed both here); not sure if you ever got it. |
I did, but I didn't have time to reply to it at the time, then I forgot about it completely. Sorry. Short answer: No.
Cain
Jun 22 2004, 10:45 PM
QUOTE |
Well, as rude and childish as his whiny little complaint is, Toy has a valid point. If you interpret "the damage code is not modified" to mean that you can't stage the damage up, then you must also interpret it to mean that the damage code is not staged *down*, either. |
Not really. The rules basically mean the attacker can't stage up the damage any more.
Look, if you shoot a guy in the hand, he's going to be more crippled than if you shot him center-mass-- he's going to have a much harder time doing anything with that hand. However, he's not more likely to *die* because of it. Which means, his wound penalties will be disproportionate to the amount of damage he's actually taken.
By limiting the called shot option, so that you can't stage up the damage any further, you kinda fix this. It works well for game balance. And besides, since you've negated the guy's armor, he's now much less likely to resist the damage inflicted, *and* your successes still act to counter his dodge/soak successes. In short, it's a way of making sur you've hurt him, while negating the ability to hit a more critical spot.
Raygun
Jun 23 2004, 12:16 AM
QUOTE (Cain) |
Not really. The rules basically mean the attacker can't stage up the damage any more. |
I disagree. I interpret "the damage code is not modified" to be a statement specifically disqualifying Option 1, which increases the Damage Level by one level. When using Option 2, damage should stage normally.
QUOTE |
Look, if you shoot a guy in the hand, he's going to be more crippled than if you shot him center-mass-- he's going to have a much harder time doing anything with that hand. However, he's not more likely to *die* because of it. Which means, his wound penalties will be disproportionate to the amount of damage he's actually taken. |
Or it could mean that the players and GM need to figure out what a deadly wound to the hand actually means in terms of roleplaying. Will the pain put the character out of the fight? Or will he actually die from the wound? If he does die, will it be immediately, or will it take time?
One certainly can die from being shot in the hand. It's a lot less likely than dying from being shot in the chest/abdomen, but it definitely can happen. Physiological shock is a funny thing. For example, Emil Matasareanu, one of the bad guys North Hollywood shootout, was stopped by being shot in the arm. It took him something like 45 minutes to die from the wound, but he did die.
Again, no one has to use Option 2, or any of these rules for that matter. If they make the game too deadly for your taste, don't use them.
Misfit Toy
Jun 23 2004, 12:22 AM
It's not that it makes the game too deadly. It's that it breaks the rest of the immediate system (ie, why and why staging works, Damage Codes, and armor values).
Cain
Jun 23 2004, 01:01 AM
QUOTE |
Or it could mean that the players and GM need to figure out what a deadly wound to the hand actually means in terms of roleplaying. Will the pain put the character out of the fight? Or will he actually die from the wound? If he does die, will it be immediately, or will it take time?
One certainly can die from being shot in the hand. It's a lot less likely than dying from being shot in the chest/abdomen, but it definitely can happen. Physiological shock is a funny thing. |
Exactly. Even though you're less likely to die, it's still a real possibility. However, a called shot to the hand is less likely to be fatal than a shot into the right eye socket. You're also going to bleed out more slowly than a shot directly into the heart, or a major artery grouping.
If someone scored a Deadly normally, I'd say they hit a major set of blood vessels, thus the progressive overflow. However, with the hand, I can't see that happening quite as readily. To make it easier, I simply state that a called shot, with all the attendant benefits, caps out with damage. A regular shot will go for the major veins in the wrist, causing them to be severed, and resulting in major bleedout. In other words, you pay your money and you take your chances.
Raygun
Jun 23 2004, 01:28 AM
QUOTE (Misfit Toy) |
It's not that it makes the game too deadly. It's that it breaks the rest of the immediate system (ie, why and why staging works, Damage Codes, and armor values). |
Are you saying the option to bypass armor breaks the system? Does that mean that not wearing armor breaks the system? I don't see why it would be so difficult to grasp how wearing a vest will protect your upper body, excluding your arms and neck, while an armored jacket will protect your upper body and arms, leaving your neck, head, legs, hands and feet exposed. You can either choose to apply the armor's full rating to all covered areas (not very realistic, but good enough for many of us), or you can make house rules that go more in depth in terms of coverage, armor ratings and hit locations. It's up to you, but I see nothing broken about it.
QUOTE |
Exactly. Even though you're less likely to die, it's still a real possibility. However, a called shot to the hand is less likely to be fatal than a shot into the right eye socket. You're also going to bleed out more slowly than a shot directly into the heart, or a major artery grouping.
If someone scored a Deadly normally, I'd say they hit a major set of blood vessels, thus the progressive overflow. However, with the hand, I can't see that happening quite as readily. To make it easier, I simply state that a called shot, with all the attendant benefits, caps out with damage. |
It would be just as easy call a shot to the neck, head, groin (lots of arteries there), thigh, etc... which will tend to cause lots of damage if hit. That's why I don't like this idea.
Andy's system takes these things into account in a better way, I think.
Misfit Toy
Jun 23 2004, 01:49 AM
QUOTE |
Are you saying the option to bypass armor breaks the system? Does that mean that not wearing armor breaks the system? I don't see why it would be so difficult to grasp how wearing a vest will protect your upper body, excluding your arms and neck, while an armored jacket will protect your upper body and arms, leaving your neck, head, legs, hands and feet exposed. You can either choose to apply the armor's full rating to all covered areas (not very realistic, but good enough for many of us), or you can make house rules that go more in depth in terms of coverage, armor ratings and hit locations. It's up to you, but I see nothing broken about it. |
If your definition of "realism means that an Armored Vest with Plates (Ballistic 4) has EXACTLY the same stopping power as the flimsy material of the little hood that you throw on with your Form-Fitting Body Armor (Ballistic 4), then I guess by that definition everything's honky dory.
Zazen
Jun 23 2004, 02:03 AM
Actually that flimsy hood has Ballistic 0
Raygun
Jun 23 2004, 02:05 AM
I would say that has nothing to do with called shots. Form fitting armor is silly. Armored clothing is even sillier. Don't allow it. Problem solved.
Misfit Toy
Jun 23 2004, 02:09 AM
No, problem not solved. Your preference to dismiss it does nothing to fix the fact of what Armor Values mean within the game. It doesn't matter if its Form-Fitting Body Armor, a Lined Coat, or any other armor in the game. They're scores are an abstract composite of stopping power and coverage, as well as a few other minor things. The same is true of Damage Codes, staging, and practically every other aspect of the combat system; few of them represent only one thing.
Any time you try to make a feeble attempt to add "realism" into a game like Shadowrun, it's going to be a game-breaking failure unless you completely redo the rest of the system to compensate for those changes.
BitBasher
Jun 23 2004, 02:18 AM
Slap me around and call me susan, I pretty much agree with DoctorWookieToyViolaterOfBoardTerms on this one.
Raygun
Jun 23 2004, 02:19 AM
QUOTE (Misfit Toy) |
They're scores are an abstract composite of stopping power and coverage, as well as a few other minor things. |
If you choose to see it that way, fine. I don't, and amazingly enough, the system usually works fine for me. Certainly there are ways to go into more detail, applying certain values to certain areas, but that is in no way necessary in order to play the game, nor does it "break" anything if you choose to go about it that way.
QUOTE |
Any time you try to make a feeble attempt to add "realism" into a game like Shadowrun, it's going to be a game-breaking failure unless you completely redo the rest of the system to compensate for those changes. |
I used to say the same thing. Then I figured out that none of that shit really matters as long as everyone playing is having fun. You can improve the game in places without tearing it down and starting over. In fact, it's pretty easy to do.
Misfit Toy
Jun 23 2004, 02:31 AM
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.
Austere Emancipator
Jun 23 2004, 04:36 AM
To keep everything as logical as possible, you have to change a few things if you want to use hit locations and bypassing armor. The protection ratings of armor for different locations is definitely one. You don't have to change everything. I sure as hell haven't changed everything, and I dare claim my system is about as logical as SR combat house rules come. It would be great if we could simply let this argument go, and link to a few dozen earlier identical ones when we need to let off steam.
Arethusa
Jun 23 2004, 09:56 AM
QUOTE (Raygun) |
If you choose to see it that way, fine. I don't, and amazingly enough, the system usually works fine for me. Certainly there are ways to go into more detail, applying certain values to certain areas, but that is in no way necessary in order to play the game, nor does it "break" anything if you choose to go about it that way. |
As much as Toy seems to have trouble (as usual) composing his opinions into sensible and mature arguments, I believe I'm with Susan on this one: it's pretty undeniable that SR armor ratings are a composite of protection and coverage. After all, just look at FFBA's classic 2/0 jump to 4/1 just by adding more of the exact same material: you're increasing abstract armor rating by adding coverage and not thickness. In an unabstracted armor system, this would be handled by adding 2/0 to more locations instead of upping any specific armor rating. That is not to say that not paying attention to things like this and playing with the armor values as unabstracted is impossible, but it's internally inconsistent to a system that only took unabstracted hit locations on with an idiotic errata ruling that never should have seen the light of day. I must still agree with Toy that the system remains broken, potentially playable or no.
toturi
Jun 23 2004, 10:20 AM
To me, damage does not equal wounds. Taking Damage of D does not mean taking a Deadly Wound. So while the damage may not modified, the wound taken may be.
Dice
Jun 23 2004, 10:54 AM
QUOTE (Raygun) |
I would say that has nothing to do with called shots. Form fitting armor is silly. Armored clothing is even sillier. Don't allow it. Problem solved. |
Dice
Jun 23 2004, 10:58 AM
QUOTE (Arethusa) |
After all, just look at FFBA's classic 2/0 jump to 4/1 just by adding more of the exact same material: you're increasing abstract armor rating by adding coverage and not thickness. In an unabstracted armor system, this would be handled by adding 2/0 to more locations instead of upping any specific armor rating. |
Actually, it would be assigning 4/1 to more locations... the 2/0 is the result of averaging out the overall protection when several locations are unprotected...
Arethusa
Jun 23 2004, 11:01 AM
That, of course, depends on from what direction you want to look at it. For very obvious reasons, I find the idea of a thin sheet of ballistic protection all over the body equalling a light vest to be vaguely absurd.
prionic6
Jun 23 2004, 02:17 PM
ofttopic:
lol!
"I'm selling these fine leather jackets"