Help - Search - Members - Calendar
Full Version: Damage Codes
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2
Austere Emancipator
QUOTE (Arethusa)
Unfortunately, we've still got the problem with gangsters and 3 year olds that would never be able to accidentally kill anyone.

I think that's best solved by allowing extra successes for every # (6 or 12, usually) you roll over the TN.
hobgoblin
QUOTE (GrinderTheTroll)
QUOTE (hobgoblin @ Mar 29 2005, 01:19 PM)
heh, hit locations help with picturing damage. thats for sure. but is it realy usefull for much else?

It adds the extra realism some people like. I must admit, sometimes I'd like to shoot someone in the leg to slow them down or something like that, but SR doesn't permit these types of things or atleast have any rules to govern the effects.

then shoot them and roll for knockdown nyahnyah.gif
Sandoval Smith
I think specific hit locations (expecially for called shots) is something that works best house ruled. If someone wants to slow someone down by shooting them in the leg, I tell them to make a called shot, and then go from there depending on how well they do.
Arethusa
QUOTE (Austere Emancipator)
QUOTE (Arethusa)
Unfortunately, we've still got the problem with gangsters and 3 year olds that would never be able to accidentally kill anyone.

I think that's best solved by allowing extra successes for every # (6 or 12, usually) you roll over the TN.

Personally, while I like that idea and would use that mechanic if I were running a game, it isn't enough for me (hence preference for 6 hit locations and a simple 2d6 table).
Fortune
No Hit Locations! No Called Shots (except for effect)!
Arethusa
No intelligent discourse! No reasonable debate (except for sarcastic effect)!
GrinderTheTroll
QUOTE (Arethusa)
QUOTE (Austere Emancipator @ Mar 29 2005, 07:14 PM)
QUOTE (Arethusa)
Unfortunately, we've still got the problem with gangsters and 3 year olds that would never be able to accidentally kill anyone.

I think that's best solved by allowing extra successes for every # (6 or 12, usually) you roll over the TN.

Personally, while I like that idea and would use that mechanic if I were running a game, it isn't enough for me (hence preference for 6 hit locations and a simple 2d6 table).

Sounds like a BattleTech player if I ever heard one.
Arethusa
Never played it. Probably never will.
Fortune
QUOTE (Arethusa @ Mar 30 2005, 11:14 AM)
No intelligent discourse!  No reasonable debate (except for sarcastic effect)!

I have given my opinion, and have taken part in debates involving intelligent discourse in the past, as you very well know. I am merely restating my hopes for the new rules set.

And no part of my post was at all sarcastic. I can't say the same about yours.
Ol' Scratch
QUOTE (Fortune)
No Hit Locations! No Called Shots (except for effect)!

Agreed. My biggest hope for the new system is that it remains more abstract than focused. That's one of the major reasons I love to GM Shadowrun; I get to control the flavor rather than relying on the dice for every little detail.
FrostyNSO
Amen bradda.
Arethusa
QUOTE (Fortune)
QUOTE (Arethusa @ Mar 30 2005, 11:14 AM)
No intelligent discourse!  No reasonable debate (except for sarcastic effect)!

I have given my opinion, and have taken part in debates involving intelligent discourse in the past, as you very well know. I am merely restating my hopes for the new rules set.

I have yet to see a worthwhile argument against hit locations that did not center around them being poorly executed thus far. And, hey, that's fine. I wouldn't want to see them brought in only to clutter things up and slow everything down. But to categorically assume they'll only hurt the game because somewhere along the line it was decided that abstraction = good as a metaphysical constant? I don't buy that.
DrJest
1) Hit locations = slower fights.

2) A little bit of creative thinking can easily replace hit locations in a system with graduated successes.

3) Hit locations cause endless bloody arguments ("He couldn't possibly have hit me there!).

4) Increased damage due to location hits in a system with Smartlink 2's is just SO a bad idea (+4 TN for a called shot goes down to +2, means a sammie will need 4's for that beloved Headshot o' Doom).

I'm not saying hit locations can't be done and done reasonably (I've always had a soft spot for the clunky but fun Millennium's End overlays). I just think they don't work with Shadowrun's core mechanic concepts (which seem unlikely to change beyond recognition in SR4).

On a related note, on the existing "called shot to bypass armour" concept - I wonder if perhaps making the TN dependent on armour coverage might make an otherwise unpopular concept work a bit better? Say, the standard +4 vs an armour vest... +5 versus jacket type armours... +6 versus longcoats or other 3/4 coverage armous... +8 versus things like FFBA3 that cover the majority of the body?
Austere Emancipator
QUOTE (DrJest)
1) Hit locations = slower fights.

This is true. It cannot be contested that an additional roll and a bit of thinking, even if it only takes 1-2 seconds, is still slower than without the roll and the bit of thinking. What it comes down to is that some people do not mind the 1-2-second slow-down if it provides an important variable for combat, and some people do. I appreciate that a lot of SR players, a clear majority if the Dumpshock crowd is a representative sample, feel hit locations do not add much and are not worth it, or even that combat rules should never be specific.

QUOTE (DrJest)
2) A little bit of creative thinking can easily replace hit locations in a system with graduated successes.

Various amounts of creative thinking can replace hit locations, and any other rules, in any kind of system. Graduated successes don't make replacing hit locations any easier than a d20-style to-hit + damage roll system. And I know I haven't got enough creative thinking in me to reasonably replace a random system for hit locations, certainly not in the same amount of time it takes for me to roll 3 dice and (in the rare case I forget what numbers mean what) consult a table.

QUOTE (DrJest)
3) Hit locations cause endless bloody arguments ("He couldn't possibly have hit me there!).

If this kind of shit happens to you, I suggest switching groups.

QUOTE (DrJest)
4) Increased damage due to location hits in a system with Smartlink 2's is just SO a bad idea (+4 TN for a called shot goes down to +2, means a sammie will need 4's for that beloved Headshot o' Doom).

Last time I GM'd the SR setting, I simply ruled that the smaller the hit location the shot is called to, the greater the TN penalty. I think it was +6 for a headshot, which means 6's or higher with no other modifiers (a delightfully rare situation in most games) with SL2. In other words, that's one problem that's very easy to solve.
DrJest
I'd contest the 1-2 second slowdown, if only because one of the main points of hit locations is to reflect the differing lethality of locational hits, but still.

And of course you have the creativity to wing a hit location on the fly. If you didn't have that kind of creativity you wouldn't be a roleplayer. Deadly wound without enough overdamage to kill straight off? Lung shot, filling with blood; the big veins in the leg punctured, whatever. I know you can handle that smile.gif
Austere Emancipator
QUOTE (DrJest)
And of course you have the creativity to wing a hit location on the fly.

Yeah, I probably do. I could just wing it a few times and none of the players would notice. In the long run, though, they definitely would, as clear trends would start to form: left legs being hit far more often than right, more than 2/3rds of hits being in the torso, people with armored vests getting shot in the limbs really often, that sort of thing.

Of course that wouldn't matter at all if hit locations didn't have any function in the rules. But I want them to have a function in my rules. I want there to be lucky shots in the face that can really screw someone's day. I think it's fun when, every once in a while, a secguard's arm is extended in the direction of the threat so that the bullet that would otherwise have fucked up his thorax just puts a lengthwise hole in the limb instead. I want those things to happen in a truly random fashion when called for, instead of as results of my interpretations of a not directly related abstract roll.

I appreciate that not everyone wants that. I realize that some GM's (and players) want to just make it all up with as little dice-rolling and random stuff as possible. I have no problem with that, and I am in no way trying to encourage people who are against hit location rules to use them. I'm just saying that they need not be a Bad Thing, and can in fact work out just fine for some groups.
Vuron
If you really want to have a huge degree of versimilitude in theory you could try to use what data is out there concerning where people are commonly hit in most firearms engagements and try to come up with a variable probability chart for most circumstances.

Under most circumstances you could probably get by with 4 charts (1 for frontal shots, one for dorsal shots and one for each of the sides) and toss out nonsensical rolls for when body position or cover indicates a strange result. If you want really complex you'd probably want a chart for firing on prone, kneeling, targets at a significant change in elevation and various hard cover charts. Obviously you could really go wild but you'd likely need a computer to run simulations accordingly wink.gif

Not saying it wouldn't be an interesting extension for the game but I can see it being of limited interest for most.
Arethusa
Every time I hear someone argue that hit locations could be interesting but would be necessarily cumbersome, it is invariably followed by a ludicrously detailed and unplayable example. My point, which I can only assume has been willfully ignored, is that this is not necessary, and that there are far simpler, much more elegant solutions that achieve the detail and realism of hit locations without requiring books of charts to be consulted every time someone takes a shot. It can, in fact, be done far more elegantly than the much vaunted and praised canon SR3 rules and their near deified levels of abstraction.
Austere Emancipator
QUOTE (Vuron)
If you really want to have a huge degree of versimilitude in theory you could try to use what data is out there concerning where people are commonly hit in most firearms engagements and try to come up with a variable probability chart for most circumstances.

This bit is not as easy as it sounds. There are no easily accessed databases for projectile trauma in armed engagements. If there were, I'd be a very happy geek.

QUOTE (Vuron)
Under most circumstances you could probably get by with 4 charts (1 for frontal shots, one for dorsal shots and one for each of the sides) and toss out nonsensical rolls for when body position or cover indicates a strange result. If you want really complex you'd probably want a chart for firing on prone, kneeling, targets at a significant change in elevation and various hard cover charts.

I don't use a battle map or anything like that, and I generally assume that characters are constantly in motion on a battlefield, so hit location charts for different directions or positions aren't really necessary. This is even more true for cover -- if the hit location roll gives an impossible result, just roll again. I do ignore or modify the results for positioning as well sometimes, but in most shadowrun firefights (close range engagements in urban terrain) it's not necessary.
Vuron
Granted it would be cool if those databases were easily accessible (I figure a variety of gun manufacturers, protection manufacturers and health authorities have them on top of some law enforcement groups) but such is life. Although I suspect that they are so heinously complex as to be hard to generate probability charts for anyone but skilled statistician.

Using what seems to pass for anecdotal evidence and guesstimating based on how ballistic protection seems to be progressing it does seem to indicate that the vast majority of gun related injuries involving trained combatants meaning serious harm to each other that torso injuries would be the vast majority of lifethreatening injuries.

Perhaps one method for doing a hit location chart would be to determine the damage caused first and then correspondingly indicate the location based on that. So a L wound caused by a gunshot is either an extremity shot or a very low powered firearm hit to the torso. Correspondingly a D+ hit is the result of hitting a critical organ etc. The main problem with this is that many weapons have base D damage ratings but you could develop a workaround I imagine.
Austere Emancipator
I definitely don't want 4 or more separate hit location charts, rolls, or even modifiers that come up regularly. Simplicity is very important to me, too. I also don't think it'd be very logical to use random hit locations but base them on the damage dealt: for me, the varying terminal effects based on the random hit location are a major reason for having such rules in the first place, and additionally traumas to the head and torso which correspond to SR Medium or Light wounds or no damage at all are quite common IRL.

QUOTE (Vuron)
guesstimating based on how ballistic protection seems to be progressing

I think that's heavily affected by what's possible in ballistic protection, possibly much more than by what'd be optimal. Protecting the head and the limbs from bullets is very difficult with current technology, while protecting the torso is much easier.

Still, I agree that the majority of lethal injuries in modern ranged combat are likely to be located in the torso, with the head coming in second. With modern medical technology, limb hits are quite unlikely to kill you -- which is why I include the "No Over-Damage" in all limb hits, and am constantly pondering about whether I should actually cap the damage on limb hits to Serious (right now, I do cap it to S).

Google Scholar can also be a major help.
Vuron
Yeah capping limb hits to S is pretty smart as there are indicators of hydrostatic shock killing people peripherally wounded they are certainly not a high percentage. Granted something like having a femoral artery severed is likely going to kill you without prompt treatment but those type of hits might be better represented in a torso grouping.

However I would still note what hits are base D in damage before reduction to S to have tests for permanent effects and maybe if I was mean magic loss smile.gif

If you want to go for a single location chart I'd go with fairly small number of zones.

I'd actually go with a d100 chart unless you are really tied to using only d6 or god forbid exploding d6s as to get decent probability charts d6 mechanics becomes very ugly and I hate doing the math for converting them wink.gif

d100 chart

01-05 Right Calf or Foot (Maximum of Serious Damage Hit, +2 TNs for athletics, reduction in speed)
06-10 Left Calf or Foot (Same as above)
11-20 Right Knee or Thigh (Maximum of Serious Damage Hit, reduction in speed, +2 to Athletics TNs)
21-30 Left Knee or Thigh (Same as above)
31 Critical Right Leg hit: Nerves or Femoral artery severely damaged (No maximum damage, reduction in speed if D must remain prone, +4 (+6) to athletics TNs)
32 Critical Left Leg Hit (same as above)
33-65 Standard Torso hit (Treat as standard hit)
66-70 Critical Torso Hit (Stage damage up +1 Damage Code)
71-75 Right Hand or Forearm (Maximum of Serious Damage Hit, +2 to Ranged Combat TNs and technical TNs)
76-80 Left Hand or Forearm (Same as Above)
81-85 Right Upper arm Sholder Hit ( Maximum of serious damage hit, Maximum Lifting capacity reduced 25%)
86-90 Left Upper Arm or Sholder (Same as above)
91-97 Standard Head Hit (Treat as standard hit, +2 TN Ranged Combat Modifiers, +4 to any Social TNs)
98-00 Critical Head Wound (Stage Damage up +2 Damage Codes, TN 8 willpower to accomplish any tasks on top of standard cranial damage modifiers)

Of course this is quick and dirty and might be too grim and gritty for most people but it's definitely going to make people get concerned about the occasional head shot.

Gernades would likely be reduced power from thier current stats but cause multiple rolls on the chart.

I'm mixed about whether damaging elemental manipulations should do a gernade style effect wink.gif

GrinderTheTroll
QUOTE (Vuron)
d100 chart

Maybe with D6...(wink wink nudge nudge)

Vuron
QUOTE (GrinderTheTroll @ Mar 30 2005, 05:37 PM)
QUOTE (Vuron @ Mar 30 2005, 02:54 PM)
d100 chart

Maybe with D6...(wink wink nudge nudge)

Like is said in my post if you want to convert the probabilities to a mulitple d6 chart or exploding d6 test then you are welcome but I'm not going to to the math neccesary right now wink.gif

Of course using a nonstandard dice type also would allow you to roll the d100 at the same time you roll the bucket o'dice for the combat success test reducing the time that it takes to determine the location. Of course you'd probably have people burning combat pool dice like crazy to dodge critical head shots but that's not altogether bad.
apple
QUOTE
QUOTE
1) Hit locations = slower fights.

This is true.


This is not entirely true. Hit locations does not mean that you have to roll for the hit location. IRL normally the torso is hit most of the time ... so you can just say that the default hit location is the torso.

As for damage codes I suggest:
very light pistol ammunition: 6L (.22LR)
light pistol ammunition: 7M (9mm Para)
heavy pistol ammunition: 8M (.40 S&W)
light rifle ammunition: 9M (5,56 Nato)
medium rifle ammunition: 10S, rules for heavy weapons (7,62 Nato)
heavy rifle ammunition: 14T, rules for (very) heavy weapons or vehicle weapons
(.50 BMG)

or something like that.

SYL
surfskin
okay so i really should not have opened that can of worms...sorry, sort of. I had ot thought about how much more difficulty it would add to the system for most.

I will agree that the called shot (simply a +4 mod) could use some re-work or removal.
Austere Emancipator
QUOTE (Vuron)
hydrostatic shock

There is no such thing. I think you might enjoy some more scientifically-minded studies of terminal ballistics.

QUOTE (Vuron)
Granted something like having a femoral artery severed is likely going to kill you without prompt treatment but those type of hits might be better represented in a torso grouping.

The possibility of severing the main artery of a limb is the only reason why I'm at all ambivalent about the deadly limb damage issue. Still, even ripping the femoral artery will take several minutes or even hours to kill you, compared to something like 10-30 seconds for destroying the heart or the arteries between the heart and the brain (or the 0 seconds for a destructive hit through the brain).

QUOTE (Vuron)
to get decent probability charts d6 mechanics becomes very ugly and I hate doing the math for converting them wink.gif

It just so happens I have handy probability charts for #d6 where #={1,2,3,4,5,6,7,8,9,10}. I also hate bringing along other dice types just for one roll, and I really hate picking up different dice types in the middle of combat just for one roll.

I think grenades and other area-of-effect damage are best kept the way they are now. I have a simple formula for determining the over-all armor rating of a character, and (as far as I can remember) AoE attacks work against that figure just like they do in canon SR3.

For more damage code suggestions, read up Raygun's stuff and some older threads. Might also want to search the forums for "damage code" (or "caliber" or other words related to this) by author Raygun, Arethusa, Austere Emancipator, Crusher Bob and others.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012