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DrJest
Now, a couple of people have had a crack at complete unarmed systems, but so far I don't think there's been a co-operative effort.

Okay, I realise that getting a final decision out of a group as diverse as Dumpshock could be troublesome, but I think it would be worth while.

The usual caveat applies - constructive criticisms of idea only, please smile.gif if you want to flame, take it somewhere else.

I'll open the project by suggesting that advanced melee should be based off of manouevres, although not as strictly structured as the CC rules.
James McMurray
Advanced melee should include maneuvers that anyone can learn, rather than being restricted to certain styles. If you don't have a teacher to learn the maneuver from it should cost extra karma (x1.5?).

The base karma cost should depend on how powerful the maneuver is. Unless the system turns out to be incredibly balanced, there should be a seperate karma cost for all maneuvers.

Disarming should be made harder than "I got one net success, you don't have a weapon".
Nikoli
Well, that's the inherent flaw to an abstract dice system like this.

That's one net success, where in a system that means that you did it as well with 1 success as 15 as written. Though in previous editions, they did make allowances for multiple successes in these types of situations.

1 success, you bat the weapon out of the oponents hand.
2 successes, as above but the weapon moves 1d6 meters in a normal grenade scatter pattern
3 successes, the weapon is moved 1d6 meters away from enemies
4 succeses, the weapon is moved 1d6 meters towards an ally
5 or more, if you want, you are holding the weapon, or an ally can make a Reaction (4) test to catch the weapon in a useable manner.
James McMurray
That's the way it works now, or close to it (more successes puts the weapon farther away). I just think it should take more than one net success total to disarm someone. Or there should be some penalty for disarming, such as TN +2 or something similar.
BitBasher
I already did something about it. My group made our own melee combat system and we like it. It works great in play. It was posted here less than a month ago.
The Question Man
Convert it to Use with Hero System and keep the setting.

Cheers

QM
Wounded Ronin
Well one problem is that we all want different things from the melee system. The system that I wrote up was designed with realism in mind, as much realism as could be introduced without fundamentally changing game balance and character power levels.

But a lot of people here would probably approach it from the perspective of game balance or some other criteria first. And this would make us fundamentally disagree.

So, I think that a big group effort is doomed to failure.
Kagetenshi
No we don't. The advanced melee rules are about as sound as a security door made of toothpicks, but the basic melee system isn't bad at all.

~J
mfb
if you're more worried about making the advanced rules internally consistent than you are about realism, these might work. though it should be noted, they've recieved no more than a lukewarm reception in the two days since i proposed them on shadowland.
GrinderTheTroll
Broken? No, I don't think it's broken at all. Most issues seem to stem from everyones dislike of the abstract nature of how SR handles melee combat.

Although I have submitted some ideas, my group doesn't modify melee combat much at all.
BitBasher
QUOTE (GrinderTheTroll)
Broken? No, I don't think it's broken at all. Most issues seem to stem from everyones dislike of the abstract nature of how SR handles melee combat.

Although I have submitted some ideas, my group doesn't modify melee combat much at all.

No, I love the abstract nature of it, I hate that the CC rules really screw that up.
GrinderTheTroll
QUOTE (BitBasher)
QUOTE (GrinderTheTroll @ Feb 14 2005, 11:07 AM)
Broken? No, I don't think it's broken at all.  Most issues seem to stem from everyones dislike of the abstract nature of how SR handles melee combat.

Although I have submitted some ideas, my group doesn't modify melee combat much at all.

No, I love the abstract nature of it, I hate that the CC rules really screw that up.

Yeah, CC made me more mad than happy at the attempt to add some depth.

It's still not bad, just not "great".
Jrayjoker
One of the guys in my group loves the cinematic (hong kong physics) style of roleplaying fights. If I made him take manouevers it would take an hour to roll all the dice for one attack as he describes them.
Jrayjoker
In other words, I like the abstraction that allows him to describe his moves. I tag on a reasonable modifier to make him think it looks cooler and everyone is happy.
GrinderTheTroll
QUOTE (Jrayjoker)
One of the guys in my group loves the cinematic (hong kong physics) style of roleplaying fights. If I made him take manouevers it would take an hour to roll all the dice for one attack as he describes them.

My group is quite the opposite. We've all studied Matrial Arts for a few years now and so the brutal realism tends to over-ride most of the sillyness. Not that we don't like to make it interesting, just keep it tempered. wink.gif
Jrayjoker
My guy is one level below black belt in Tae Kwan Doe (spelling ?) but still loves the acrobatic and gravity defying stuffin the movies. Hey, I try to give them what they want in the game. It keeps them coming back.

I guess my vote would be to keep the rules as abstract as possible. It helps keep the game rolling along, and the more action we can cover the happier everyone is.
Fortune
We most definitely do not all agree that the melee rules are broken. I don't mind the regular rules, and can even handle the advanced rules in CC. I just wish that they were extrapolated out to include all forms of melee instead of just Unarmed Combat.
Wounded Ronin
QUOTE (Kagetenshi)
No we don't. The advanced melee rules are about as sound as a security door made of toothpicks, but the basic melee system isn't bad at all.

~J

Well, yes, but the CC rules are *especially* bad and stupid. Every time I even think about them I feel angry.
Critias
We all agree the melee rules are broken?

Wow. I never got that memo. My bad. I'll update my opinion as soon as possible, boss.
Nath
I must say I'm surprised some people seemingly have no problem even with the fact that Dan-the-unaugmented-martial-expert can strike five times in a round Joe-the-wired-cyborg as he attacks, and only against him, while he could strike Rob-the-other-unaugmented-guy only once.
Wounded Ronin
http://forums.dumpshock.com/index.php?showtopic=6698

Since we're discussing alternate rulesets, here was my stab at the problem.
hahnsoo
*shrugs* I just shoot the guy. My solution to people who want to fight in melee.
U_Fester
QUOTE (Nath)
I must say I'm surprised some people seemingly have no problem even with the fact that Dan-the-unaugmented-martial-expert can strike five times in a round Joe-the-wired-cyborg as he attacks, and only against him, while he could strike Rob-the-other-unaugmented-guy only once.

speed doesn't skill
mfb
the biggest problem i see with the rules is, they make armed and unarmed melee combat too different. unarmed melee combat has all kinds of fun options and stuff; armed melee combat is just hit, counter, soak.
Fortune
QUOTE (Nath)
I must say I'm surprised some people seemingly have no problem even with the fact that Dan-the-unaugmented-martial-expert can strike five times in a round Joe-the-wired-cyborg as he attacks, and only against him, while he could strike Rob-the-other-unaugmented-guy only once.

Yeah well, there's that, but I have my own little fix for that anyway. wink.gif
Arethusa
QUOTE (Nath)
I must say I'm surprised some people seemingly have no problem even with the fact that Dan-the-unaugmented-martial-expert can strike five times in a round Joe-the-wired-cyborg as he attacks, and only against him, while he could strike Rob-the-other-unaugmented-guy only once.

Oh, no you don't. You've been around long enough to know better. It's been discussed a hell of a lot of times. Hell, I even did a writeup of Speed Reach a while back, and anyone who wants to use search can find it.
Wounded Ronin
QUOTE (hahnsoo)
*shrugs* I just shoot the guy. My solution to people who want to fight in melee.

You lose points on originality since Indiana Jones thought of that first.
mfb
i dodge, disarm you, then break your neck. huzzah for melee!
Nikoli
And out of desparation with a scene at that.
The White Dwarf
Do not include everyone in your topid line. Not everyone agrees. You can say most, or some, or many, but not all.
hahnsoo
QUOTE (Wounded Ronin)
QUOTE (hahnsoo @ Feb 14 2005, 02:56 PM)
*shrugs* I just shoot the guy.  My solution to people who want to fight in melee.

You lose points on originality since Indiana Jones thought of that first.

I still "win", if winning means being alive and the other guy being dead. biggrin.gif And of course, I'm just being facetious.
Crimsondude 2.0
QUOTE (Critias)
We all agree the melee rules are broken?

Wow. I never got that memo. My bad. I'll update my opinion as soon as possible, boss.

Agreed.

I don't have any problem with the melee rules.

But then again, I'm playing a RPG, not trying to get a black belt and practice my techniques.
SpeedFreak
I actually don't have much problem with the unarmed and melee combat rules.
First off, I remember that this is a game and secondly, I remember that the rules are trying to be as simple as possible yet cover as many situations as possible. These two points allow me to have very little problem with the melee and unarmed combat systems as they work now.

That being said, I actually do have 2 problems with "The Rules™".

1) I disagree that it is just as easy for someone to beat the hell out of a person moving 2-4 times as fast as a normal person as it is to beat the hell out of a normal person. (Skill is nice, but if you're moving in slow motion it won't help you much. I don't know any martial arts that have sections for dealing with an opponenet reacting at superhuman speed.) To reflect this, I would implement a TN modifier based on the difference in initiatives. I.E. Joe-Bob the normal "Kung Fu Masta" (8 dice, well say a nice init of 11.) is fighting Shawn the "Hyper Wired Sam-Dude" (4 dice, and an init of 31.) Joe-Bob is alot better at fighting than Shawn, but Shawn is moving 3x as fast as Joe-Bob. So we take the two init scores and subtract the smaller from the larger (31-11=20), we then divide by ten (round down) for a total TN mod of +2 which is applied to the combatant with the lower init. This reflects the added difficulty of fighting with someone who is moving 2-4 times as fast as you. (Joe-Bob still has a slight advantage [he can put more dice into attacks and/ or save his pool for defense/soak] but Shawn's super human speed now actually has a bearing on combat.)

2) The lack of an advanced melee combat system. To fix this I would simply adapt the Martial Arts rules in CC. And yes, most schools of weapon combat teach it as a style. (Like Kendo, or Fencing to name a couple.) You might have to change the name of a couple of maneuvers. (IMHO kick would become lunge, but use the same mechanics.) And some just wouldn't apply. (Throw) And you may have to "invent" a couple of new ones. (Like a disarming maneuver.) But all in all, it wouldn't be that hard to do and it would work while keeping things simple.
Herald of Verjigorm
re 1:
Shawn is not moving 3 times as fast as Bob unless his quickness is indeed thrice that of Bob. However, Shawn's delay from decision to action is about a third of Bob's. Conveniently, trained reflexes rarely care about that delay so higher skill results in higher ass-kicking regardless of how much a speed freak the opponent is.
James McMurray
And it doesn't matter how much faster your reactions are if they are the wrong reaction.

For example, small amounts of alcohol actually increase reaction time when driving. The problem is that it also increases the chance you'll make the wrong reaction. It doesn't matter how quick you are if you hit the gas when you should have hit the brake.
BitBasher
QUOTE
1) I disagree that it is just as easy for someone to beat the hell out of a person moving 2-4 times as fast as a normal person as it is to beat the hell out of a normal person.
Yep, as stated above, since initiative is not physical speed the whole remainder of the paragraph falls apart as it's based on bad information.
SpeedFreak
Basic Physics here people.

To get an object to move from point A to point B 3 times in three seconds requires the object to move at least 3x as fast as it requires for the object to move from point A to point B 1 time in three seconds. Game fluff aside, doing 3 things in 3 seconds means at some level that you have to move 3 x as fast. If you don't basic physics says you can't do it.

To do 3 things in 3 seconds Shawn has to move 3x as fast. (As he is not magical and so has to obey the laws of physics.)

If you attack me while being limited to moving at the rate of a slow motion video, it doesn't really matter how uber your martial skill is, chances are, my limited knowledge on Jiu-Jitsu is gonna be enough to let me kick your butt all over the bar.
BitBasher
QUOTE (SpeedFreak)
Basic Physics here people.

To get an object to move from point A to point B 3 times in three seconds requires the object to move at least 3x as fast as it requires for the object to move from point A to point B 1 time in three seconds. Game fluff aside, doing 3 things in 3 seconds means at some level that you have to move 3 x as fast. If you don't basic physics says you can't do it.

To do 3 things in 3 seconds Shawn has to move 3x as fast. (As he is not magical and so has to obey the laws of physics.)

If you attack me while being limited to moving at the rate of a slow motion video, it doesn't really matter how uber your martial skill is, chances are, my limited knowledge on Jiu-Jitsu is gonna be enough to let me kick your butt all over the bar.

Physics isn't the problem, your grasp of the rules is. Someone with three actions does NOT move three times faster. If your quickness is 4 you can run 12 meters a combat turn hether your initiative is 5 or 45. Your physical speed does not increase.

Also, reaction does not increase the speed at which you normally percieve data, which is represented by combat pool.

Initiative represents efficiency of motion, not speed. There's a very, very big difference. Raw physical speed is wholly determined by quickness.
mfb
QUOTE (James McMurray)
For example, small amounts of alcohol actually increase reaction time when driving.

that's an illusion created by the testing procedure. the participants know they've had something to drink, and they know they're being tested, so they tend to consciously be extra-careful and extra-attentive. in actual practice, results vary; some people are more careful when they know they've had a few drinks, others become even more idiotic drivers than they normally are.

your basic point, however, is sound.
GrinderTheTroll
QUOTE (SpeedFreak @ Feb 14 2005, 05:13 PM)
Basic Physics here people.

To get an object to move from point A to point B 3 times in three seconds requires the object to move at least 3x as fast as it requires for the object to move from point A to point B 1 time in three seconds. Game fluff aside, doing 3 things in 3 seconds means at some level that you have to move 3 x as fast. If you don't basic physics says you can't do it.

To do 3 things in 3 seconds Shawn has to move 3x as fast. (As he is not magical and so has to obey the laws of physics.)

If you attack me while being limited to moving at the rate of a slow motion video, it doesn't really matter how uber your martial skill is, chances are, my limited knowledge on Jiu-Jitsu is gonna be enough to let me kick your butt all over the bar.

You are arguing something that has no bearing on SR melee, that being "who's faster". It all breaks down into Reaction Score and how often you can react.

If you measure "degree of fastness" by Movement then, two opponents can be equally fast. However if you measure "degree of fastness" by Combat Phases per movement point, then (Q being equal) the one with more Reaction Score will "be faster" by this measurement.

It's been agrued that although you can defend any number of times vs. and number of opponents, once you are out of Combat Pool and they aren't the odds are less in your favor to win. If there are lots of them in melee combat vs. you the odds get slimmer. The real advantage is the PhysAd with the Counterattack power.
kevyn668
QUOTE (SpeedFreak)
Basic Physics here people.

To get an object to move from point A to point B 3 times in three seconds requires the object to move at least 3x as fast as it requires for the object to move from point A to point B 1 time in three seconds. Game fluff aside, doing 3 things in 3 seconds means at some level that you have to move 3 x as fast. If you don't basic physics says you can't do it.

To do 3 things in 3 seconds Shawn has to move 3x as fast. (As he is not magical and so has to obey the laws of physics.)

If you attack me while being limited to moving at the rate of a slow motion video, it doesn't really matter how uber your martial skill is, chances are, my limited knowledge on Jiu-Jitsu is gonna be enough to let me kick your butt all over the bar.

Concede the point on init. I've seen this played out before.

If you really want to keep your arguement going, suggest that the Sam guy does have a quickness that is 3-4 times as high as the kung fu guy.
BitBasher
QUOTE (mfb)
QUOTE (James McMurray)
For example, small amounts of alcohol actually increase reaction time when driving.

that's an illusion created by the testing procedure. the participants know they've had something to drink, and they know they're being tested, so they tend to consciously be extra-careful and extra-attentive. in actual practice, results vary; some people are more careful when they know they've had a few drinks, others become even more idiotic drivers than they normally are.

your basic point, however, is sound.

That's incorrect. There have been tests where control groups were given non alcaholic drinks then given reaction and observation tests compared to folks that drank the same quantity of alcaholic beverages. The people used did not know which was which. The folks who drank alcahol uniformly had significant reaction speed drops, even when the level of alcahol was below the DUI level.
Herald of Verjigorm
QUOTE (kevyn668)
If you really want to keep your arguement going, suggest that the Sam guy does have a quickness that is 3-4 times as high as the kung fu guy.

Which would let the sam learn high skills for less karma than the other guy. Unles it's all "artificial" quickness, which (for some odd reason) only helps when running or rolling the attribute.
Kagetenshi
QUOTE (SpeedFreak)
To do 3 things in 3 seconds Shawn has to move 3x as fast. (As he is not magical and so has to obey the laws of physics.)

As mentioned, that's inaccurate six ways to Sunday. He could be moving at half the speed if he takes a sixth of the total motion to do it, for instance.

~J
Zeel De Mort
Various points on this:

1. I don't think the advanced melee rules are "broken" (i.e. - unusable) at all. They're far from perfect, but entirely usable in a game. It seems, actually, that there are quite a lot of people who don't agree that the melee rules are broken.

2. You can, as I'm sure mfb knows, learn maneuvers for armed combat skills as well. It's just that it's more expensive and you need to have an unarmed combat skill to take them from. Not sure why they did it this way, perhaps because they want you to really pay for it if you insist on having an adept with pole arms + whirling or whatever. That is to say - you need to pay more for armed combat maneuvers since the reach bonus is so much of a bonus already.

3. Yes - quickness differences. Let's say you have a maxed out vampire speed freak with a quickness of 20 or so, and then you also have a regular (mundane, unaugmented) guy with a quickness of oh... 5 - so he's pretty quick, for a regular guy. Both have Brawling 6 and no other bonus dice. Okay, the vampire will have a higher initiative and therefore be the attacker more often, and will likely have a significantly higher combat pool too. BUT I still don't think that makes up enough for the fact that he literally moves four times as fast as the other guy.
Kagetenshi
Assuming Willpower and Intelligence of 3 each and +1d6 initiative, that means they'll have 13 and 5 combat pool, respectively, with average initiatives of 14.5 and 7.5 respectively. With both having Brawling 6 and no other TN mods, this means the first attack the vampire will be expecting six successes while the normal guy already is only expecting five and a half; moreover, if they tie the vamp does his damage rather than the guy. Second attack the guy can attack and wins ties, but now his combat pool is gone. Third attack, well…

Now kick it up to 6 intelligence and willpower each. 16 combat pool and 8 combat pool, vamp takes two actions before he's rolling under 12 dice with 4 to spare while at that point the human is completely drained.

Now let's kick the vampire back down to 3s while our hero sticks at 6s. 13 and 8 combat pool, Initiative averages of 14.5 and 8.5, and the vamp still eats his combat pool for lunch with a die remaining for dessert.

Now let's try this again with the hero having gotten a 6 on Initiative and the vampire only having gotten a 1. With 11 init he's getting a second action, while the vampire comes out barely ahead at 12. He's still got less combat pool, and with his likely wound mods his last action is more harmful than helpful if he decides to attack.

Your example shows a clear advantage for the vampire.

~J
Zeel De Mort
Yep, all very true. The vampire, as we both state, does have the advantage, particularly in a more drawn out fight. It's just that, in an example like that, I don't think the advantage is enough - particularly in the first phase of combat, which I'd consider to be the most important.

Anyway, it's not that big a deal as combat pool etc balance it out a bit, and it's only a problem when there's a huge difference in quicknesses.
Lindt
Seriously, the basic melee combat rules arnt broken. They are an abstraction. I think too many people just seem to think its 2 guys trading blows... the advantage the faster guy has is that ties to to the attacker. Thats plenty. It keeps Mr Sammi with unarmed 3 and a 5d6+12 init from destroying the adept with unarmed 7 and 1d6+5.
Kagetenshi
QUOTE (Zeel De Mort)
Yep, all very true. The vampire, as we both state, does have the advantage, particularly in a more drawn out fight. It's just that, in an example like that, I don't think the advantage is enough - particularly in the first phase of combat, which I'd consider to be the most important.

I will point out that the advantage becomes decisive within three seconds. That's not terribly drawn-out.

~J
Zeel De Mort
Well true. Three seconds isn't a long time, except in a shadowrun combat. smile.gif In that time, one or other is likely to have pummelled the other guy to unconciousness.
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