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Author Topic: paddin  (Read 195927 times)

Gabriel

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Re:paddin
« Reply #1425 on: January 11, 2005, 08:23:50 AM »

Ah, you are thinking of Mechwarrior. That was the Rollplaying version of BTech. And yeah, the first edition was a peice of crap. I heard that the second edition was pretty good, but I never played it. The problem is that they tried to keep the mechs in the rollplaying version and that didn't work out at all.

Gabriel
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Ruski

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Re:paddin
« Reply #1426 on: January 11, 2005, 08:26:51 AM »

Yea. second edition sucked too.

tryed them bouth.

-RuskiFace the Pirate

alwies wanted to get a group together to take the SR system, and use THAT as the RP system between mech fights.

-RuskiFace the Pirate
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Fortune

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Re:paddin
« Reply #1427 on: January 11, 2005, 04:16:25 PM »

I still say using set hit locations in Shadowrun is a bad idea. Good hits are reflected by more successes/better staging. There's no real need to have random locations when a GM can easily adjudicate the results based on the outcome of the attack (D wound = possible head shot, M wound = leg hit, etc.).
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Ruski

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Re:paddin
« Reply #1428 on: January 11, 2005, 04:47:39 PM »

Yea, i only add hit locations as flavor.

never had them work any other way.

-RuskiFace the Pirate
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Poison

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Re:paddin
« Reply #1429 on: January 11, 2005, 05:57:18 PM »


I'll give you the latest errata ...

Quote
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).

I don't use the second option, as it really messes with the abstract armor system in Shadowrun. Instead I modify the third to allow a character to shoot 'for effect', like knocking a gun from an opponent's hand, or shooting a fleeing slob in the leg.

We basically play it that you get +1DL, or can shoot a specific area of the atarget (for which they only get the armour that covers that area).
We also use the 'partial cover' rules, so a head shot is no different than trying to hit someone when all you can see is their head (of course you could try to shoot through the barrier in front of them).
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Gabriel

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Re:paddin
« Reply #1430 on: January 12, 2005, 05:52:30 AM »

I still say using set hit locations in Shadowrun is a bad idea. Good hits are reflected by more successes/better staging. There's no real need to have random locations when a GM can easily adjudicate the results based on the outcome of the attack (D wound = possible head shot, M wound = leg hit, etc.).

See, I disagree. And the reason I say that is ecause it is the same argument used in D&D for why a 12th level fighter has more hit points than a 1st level fighter resulting in a 2-handed sword bouncing off of the 12th level and chopping the head off of the 1st level: the hit point increase reflects how much better the guy got. Bulldrek. Now apply this to SR where a helmet (covering one of the msallest targets on the body) gives you a +2/+1 to the entire score. That's just not right at all. I have never liked an "all over" armor rating as the reflects it. And by saying "well the helmet only protects if you are hit in the head" is not very bright either since it doesn't layer the rest of the armor over that area. So I stick with the hit location system and get what I cnosider more realistic results. Also, keep in mind tha this particular system has the majority of hits going to the body anyway.

Gabriel
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Fortune

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Re:paddin
« Reply #1431 on: January 12, 2005, 06:27:13 AM »

So do you redesign the armor system to reflect this? A vest with plates would provide something like 10/6, while a helmet would really be 9/5, and a lined coat would be 6/4 or so, and so on.

If you use specific hit locations, then the abstract armor system just doesn't work. The armor ratings are the way they are to reflect the overall amount of protection they provide.
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Gabriel

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Re:paddin
« Reply #1432 on: January 12, 2005, 06:29:55 AM »

The armor only covers certain areas, and those areas have the "in book" armor ratings. The problem comes with armored clothing and partial armor ratings for ceratin pieces of the suit. It's not a flawless system, but it is more realistic. Oh, and the helmet gets a lower rating than unless it is a piece of integrated armor suit like full body heavy military stuff.

Gabriel
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Zone

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Re:paddin
« Reply #1433 on: January 12, 2005, 06:42:20 AM »

If it's a bone of contention, our GM will sometimes use the Cyberpunk hit location for argumentative players.
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Fortune

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Re:paddin
« Reply #1434 on: January 12, 2005, 06:55:11 AM »

The armor only covers certain areas, and those areas have the "in book" armor ratings. The problem comes with armored clothing and partial armor ratings for ceratin pieces of the suit. It's not a flawless system, but it is more realistic. Oh, and the helmet gets a lower rating than unless it is a piece of integrated armor suit like full body heavy military stuff.

Your game. Your house rules.

My point (which is confirmed by the games designers) is the the way armor ratings were designed for shadowrun was because of the abstract system. This is also why there is no official hit location system. Armor would have to be totally redesigned to reflect the actual protection it provides to the area it covers (similar to the examples I listed above).

FFBA gives 4/1 because it covers the whole body, but would really only provide 1 point of (ballistic) protection to any one specific area. A helmet, on the other hand, is listed as 2/1 because it only provides cover for a smaller area (averaged out with the abstract system), but with hit locations it should be giving damn good protection in the range of armored jackets and such to the head area.
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Ruski

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Re:paddin
« Reply #1435 on: January 12, 2005, 08:52:52 AM »

You know, now that the padding thread is actually ABOUT padding, it is the perfect time to fulfill my life-long dream of derailing the thread about nothing!

so, instead of continueing to talk padding, and it's effect on balistic armor, i'll instead talk about Kittens in shadowrun!

aren't kittens cute?


-RuskiFace the Pirate
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Gabriel

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Re:paddin
« Reply #1436 on: January 12, 2005, 09:31:57 AM »

The armor only covers certain areas, and those areas have the "in book" armor ratings. The problem comes with armored clothing and partial armor ratings for ceratin pieces of the suit. It's not a flawless system, but it is more realistic. Oh, and the helmet gets a lower rating than unless it is a piece of integrated armor suit like full body heavy military stuff.

Your game. Your house rules.

My point (which is confirmed by the games designers) is the the way armor ratings were designed for shadowrun was because of the abstract system. This is also why there is no official hit location system. Armor would have to be totally redesigned to reflect the actual protection it provides to the area it covers (similar to the examples I listed above).

FFBA gives 4/1 because it covers the whole body, but would really only provide 1 point of (ballistic) protection to any one specific area. A helmet, on the other hand, is listed as 2/1 because it only provides cover for a smaller area (averaged out with the abstract system), but with hit locations it should be giving damn good protection in the range of armored jackets and such to the head area.

You do understand that you are talking about the same game designers who have made so many rules for htis game that they take up as much shelf space as the entire GURPS collection, right?? One abstract system in this game is like a turd in the punch bowl. It just doesn't go.

But again, it is all the taste of the players and GM. I have, however, seens systems that break it down even further than I do. We are talking systems that let you get hit in the hand, foot, groin, and so forth. I would NOT want to deal with that system.

Gabriel

PS - Kittens in Shadowrun can be pretty deadly...
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Ruski

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Re:paddin
« Reply #1437 on: January 12, 2005, 09:44:18 AM »

expecially if they have mind controll powers!

-RuskiFace the Pirate
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Fortune

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Re:paddin
« Reply #1438 on: January 12, 2005, 03:28:08 PM »

You do understand that you are talking about the same game designers who have made so many rules for htis game that they take up as much shelf space as the entire GURPS collection, right?? One abstract system in this game is like a turd in the punch bowl. It just doesn't go.

But again, it is all the taste of the players and GM. I have, however, seens systems that break it down even further than I do. We are talking systems that let you get hit in the hand, foot, groin, and so forth. I would NOT want to deal with that system.

None of which addresses my point about armor ratings. :P
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Ruski

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Re:paddin
« Reply #1439 on: January 12, 2005, 03:40:24 PM »

i give all kittens an armor rateing of 45/65

just so shadowrunners can't kill them.

-RuskiFace the Pirate
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