From: [f--h--e] at [amd.com] Reply-To: [f--h--e] at [amd.com] Errors-To: [flashlife request] at [amd.com] Subject: Flashlife V2 #11 To: [f--h--e] at [amd.com] From: Carl Rigney (moderator) <[flashlife control] at [amd.com]> Flashlife Thu, 20 Jun, 1991 Volume 2 : Issue 11 Today's topics: READ THIS! (Moderator) D&D to Shadowrun conversion article wanted (Carl Rigney) Making combat deadlier ("Russell A Howard") Re: Making combat deadlier (Carl Rigney) Astral exosphere; blasting bug ("J.A.F.O.") unusual implant weaponry (Mary Kuhner) Re: unusual implant weaponry (Carl Rigney) ---------------------------------------------------------------------- Date: Fri, 21 Jun 91 15:00:00 PDT From: [flashlife request] at [amd.com] (Moderator) Subject: READ THIS! I'm leaving Advanced Micro Devices this Friday, June 21st, to pursue more exciting and challenging opportunities at Kubota Pacific Computers. After that date I'll be [c d r] at [kpc.com] instead of [c d r] at [amd.com], although the latter will forward mail to me. However, its likely that I'll be running flashlife from netcom.com instead of KPC, because KPC only has uunet as an MX Forwarder, not a full Internet connection. Please do not send any mail to flashlife or flashlife-request until you hear from me that things are setup at the new address. If you want to reply to anything in this digest, go ahead and mail to the original poster and cc me at [c d r] at [amd.com] or [c d r] at [kpc.com], and I'll forward it manually to the list when I've got it set up. Don't be surprised or worried if there's a bit of a pause before the next digest; I'm going to be very busy getting set up at the new company before I can return my attention to Flashlife. In the meantime, enjoy this one! -- Carl Rigney, Moderator [flashlife request] at [netcom.com] (Coming soon!) -------------------------- Date: Thu, 20 Jun 91 1:00:00 PDT From: [c d r] at [kpc.com] (Carl Rigney) Subject: D&D to Shadowrun conversion article wanted A few weeks ago someone posted an article to rec.games.frp on converting D&D to Shadowrun, which I didn't save. If anyone did save a copy could you please mail it to me at either [c d r] at [kpc.com] or [c d r] at [amd.com]? Thanks! -- Carl Rigney [c d r] at [kpc.com] -------------------------- Date: Mon, 10 Jun 91 08:50:28 EST From: [W--DE--R] at [MTUS5.bitnet] subject: How much plastique does it take? So you want to take out a building? Do you have any experience with explosives my fine chromed friend? (rustle, rustle of paper) No demo skill, you say? Hmm, 6 karma is a reasonable number to let you live after using that much when all you had to do was ask a fixer or a merc or go to a library and look up info. Yes, 6 karma will do quite nicely to save your skin from such overkill. I don't have the charts with me right now, but there are several US Army field manuals that talk about this. The Morrow Project game system also covers this very well. It doesn't take a whole lot to do the job. Remember the old Brillcream commercial - "Just a dab will do ya'"? Same idea holds here. 100 kg. of top military grade plastique, when set up right can easily take out a large-sized office building like the one in DieHard. From what the civil and geo engineering majors here have said about plastique, it is all that the manuals say it is and more. A lot of how much damage is done depends on how you set the charges and where you place them. Still, 100 kg. is MORE than enough to destroy most anything that could possibly be left in the Redmond Barrens. From my understanding, about six to ten kilos would do PLENTY of damage. Half a metric ton would wipe out a large portion of the Barrens and do severe damage to much of what is left. Of course, the amount of damage it does in terms of the spread of damage and the radius of destruction also depends heavily on how much you think the Barrens still has large buildings intact and a few other factors. If you send me a description of the building and the building in the surrounding areas, I can converse with a few people and get a realistic damage estimate so that you can adjust the state of what is left of the Barrens to reflect the extreme overkill. If you'd like references on explosives, I can also post those. Things that make you go *BOOM*, Wanderer -------------------------- Date: Tue, 11 Jun 91 19:20:28 EDT From: "Russell A Howard" <[rahst 7] at [unix.cis.pitt.edu]> Subject: Making combat deadlier Hi Carl, Two of my players and I sat down on Saturday night and decided we weren't happy with Shadowrun's combat system. We decided to change some of the rules and make them more to our liking. I know you might find that hard to believe, huh :) Anyway, we haven't had a lot of time to playtest them yet so most are probably tenative at this point. Anyway, I thought I would send you some of them and get your opinion on them. (1) We didn't like the error about the die rolling in that it is just as hard to roll a 6 as it is a 7. This makes the statement about 7 as a harder target number stupid, because it's not. We decided that the first die you roll would count for face value and everyone after that would be a D6-1, with a 6 counting as a 5 + the reroll. This seems to fix that problem. (2) My players were dissatisfied about the way dice pools worked in the game. They complained about someone bieng able to dodge as many shots as you wanted using your dodge pool dice until they were expended. They decided that a person should only be able to dodge one attack between their actions. Basically, it is an all or nothing deal. You pick the attack you want to try and dodge and roll all of your dodge dice because you don't get to use them again until your pools refresh your next action. They thought of this rule and I don't know how well it will work. I feel that ths will give a numerically superior side too big of an advantage. (3) Along with the above rule, you may use either your ddge or defense pool once between your actions. Example: If, between your actions, someone shoots at you and you dodge and then before you get another action, someone comes up and engages you in melee, you cannot defend against it. Their reasoning is that combat is happening so fast that you cannot dodge out of the way of multiple people shooting at you and also avoid people swinging at you. Again, they made up this rule and I haven't firmly decided on it. It basically limits yourdefense and dodge pools because you can only use one of them per action. (4) We decided that an average reaction for a shadowrunner is around 4. We then took set base dodge numbers for the dodge rolls. 4 for single attacks, 6 for auto attacks, and 8 for miniguns and such. We also increased or decreased these numbers based on the persons reaction. For a person with a reaction of 1-2, the numbers would be 5,7,9; 5-6 reaction would be 3,5,7; 7-8 reaction would be 2,4,6. We did this because one of the players wined about a troll with a reaction of 6 bieng able to dodge as well as a samauri with a reaction of 8. (5) We have se a rule for autofire. It enables you to make one roll to hit and damage. The problem is that if you miss all the bullets miss. The way we do it is say you are firing an average assault rifle (4M3). To get the damage that you will do, for each shot yo fire, subtract from the staging of the weapon. If it is going to go to zero, increase the wound rating by one and reset the staging. Example: Firebad, the Troll, is going to fire 4 shots into a corp goon. His weapon has a base damage of 4M3. First, since it is autofire, boost the power of the weapon by one to 5M3. Then since he is firing 4 shots, the damage goes 5M2,5M1,5S3,5S2. So the final damage for the attack would be 5S2. We haven't playtested this completely, either. The reason for most of these rules was because my players were whining about combat not seeming realistic. Te were complaining about someone who was able to dodge two shots from different people and also able to defend against a melee attack before his next action came around. Well, Carl, what do you think? If their is anyone else you know of who could give me and my players help with problems with these rules, could you send a copy to them? Also, you if you want, post these rules to Flashlife so that others can kick them around. Thanks... [Postscript: After playtesting the above rules Russ & his players decided against using any of them, but perhaps others might find them thought-provoking. My comments follow in the next article. --CDR] -- Russ Howard [rahst 7] at [unix.cis.pitt.edu] -------------------------- Date: Tue, 11 Jun 91 21:08:08 PDT From: [c d r] at [amd.com] (Carl Rigney) Subject: Re: Making combat deadlier I can't say I agree with many of those ideas, but of course, whatever floats your boat is OK. Have I sent you a recent copy of my house rules? So I'm going to play devil's advocate here, but I'll also send them along to flashlife for others to comment. Russ Howard writes: > (1) We didn't like the error about the die rolling in that it > is just as hard to roll a 6 as it is a 7. Actually, I like the plateau there. It means that a serious wound is no worse than a moderate wound when firing at short range, but is at medium range or longer. And lots of other nice but subtle effect. The biggest drawback to changing it to 0-5 is that you've just made Target 10 a 1 in 36 instead of 1 in 12. All their target numbers are now badly skewed. Plus I don't like subtracting from dice - it slows things down. > (2) My players were dissatisfied about the way dice pools > worked in the game. They complained about someone bieng able > to dodge as many shots as you wanted using your dodge pool dice > until they were expended. So? You wind up having to use all your dodge vs. one or two shots if its going to be at all effective. Are you seeing something different? If they want to limit dodge, then dodge vs. attacker's skill instead of weapon's power. I like dodge, so I dodge vs. 4/5/6 for single shot, auto-fire/explosion, mini-gun/dragon breath, respectively. > I feel that ths will give a numerically superior side too big > of an advantage. A lot of your players' suggestions seem to be heavily slanted against themselves if you usually run more opponents than PCs. > (3) Along with the above rule, you may use either your ddge or > defense pool once between your actions. I don't like that at all. It's *not* overwhelming to use both. > Their reasoning is that combat is happening so fast that you > cannot dodge out of the way of multiple people shooting at you > and also avoid people swinging at you. Sounds bogus to me. If they want that why don't they take low Quickness and (un)armed combat skill? > (4) We decided that an average reaction for a shadowrunner is > around 4. We then took set base dodge numbers for the dodge > rolls. 4 for single attacks, 6 for auto attacks, and 8 for > miniguns and such. We also increased or decreased these > numbers based on the persons reaction. Far too complicated for my tastes. If you want reaction to affect dodge then why not just use reaction instead of quickness for filling the dodge pool? It'll make Wireboys nearly impossible to hit unless you change the dodge target to be vs. skill, but I rather like that. > We did this because one of the players wined about a troll with > a reaction of 6 bieng able to dodge as well as a samauri with a > reaction of 8. HUH?! Dodge (in the rules) is based off Quickness. Besides, Reaction does have a side-effect on dodge now - higher reaction means you get more actions and thus more refreshes to your dodge pool. > If it is going to go to zero, increase the wound rating by one > and reset the staging. Example: Firebad, the Troll, is going > to fire 4 shots into a corp goon. His weapon has a base damage > of 4M3. First, since it is autofire, boost the power of the > weapon by one to 5M3. Then since he is firing 4 shots, the > damage goes 5M2,5M1,5S3,5S2. So the final damage for the > attack would be 5S2. This is utterly bizarre. If I fire two shots my attack is easier to resist (5M1 instead of 5M3)? And if I fire one shot but call it autofire I do 5M2 instead of 4M3. Instead of all that strangeness, why not leave the power alone and either 1) bump the wound level 1 when firing a burst of 3 rounds (to 4S3) or 2) say for each extra rounds bump the wound level 1, so 4 rounds makes it 4S3 and 7 rounds makes it 4D3. I don't like #2 at all, but I use #1 and it seems to come out about the same as rolling the dice separately - if they can stage the attack down from M to L then 3 attacks would put them at three boxes, and likewise staging a S down to M puts them at three boxes, with one-third as many dice rolled. > We haven't playtested this completely, either. Yeah. :-) > The reason for most of these rules was because my players were > whining about combat not seeming realistic. First get them to define realistic. Do they have combat experience? Or are they talking about cinematic realism? In real combat everyone blazes away at each other and 99+% of the rounds miss (that's without smartgun links and not talking about snipers). I'd suggest (modestly) taking a look at my house rules. If what they want is increased deadliness I'd suggest letting weapons stage up with 2 successes, and stage down the way they do now. In fact, here's my posting to rec.games.frp where I discussed this a few weeks ago: Summary: 6 ways of speeding up combat I suggest any of the following for speeding up combat, in increasing order of severity. I use the first three and am thinking about adding the two after that. Have all weapons stage up by 2, stage down the same as now. Have armor give 1 auto-success plus its rating in dice. Have burst fire increase wound one level but only roll once to hit instead of for each bullet. (I.e. a 5M3 burst becomes 5S3, not 6M3.) Use Mary Kuhner's 2d6 location roll (recently posted on r.g.f, details below). Allow rolls 6 higher than needed target number to count as two successes; rolls 12 higher as three successes, etc. Increase all firearms (or perhaps just rifle) damage by one wound level (really nasty, not recommended). Mix and match to suit your pleasure. Note that if you use *all* of these firearms will be so deadly PCs will have to avoid firefights to last very long at all - a desirable trait in my opinion. The 2d6 location roll is from DMZ. Mary's method may differ slightly from mine in exact placement, but the ideas are similar. Number the boxes on the condition monitor from 1 to 10 (where 10 is a light wound) then add boxes for dead, 0, 11, 12, with dead coming after 0. When you take a wound roll 2d6 for location and X off boxes counting towards dead, 1 box for a light wound, 3 for moderate, 6 for serious, 10 for deadly. Skip over boxes that have already been X'ed. When you X box 0 you fall unconscious, when dead is X'ed... you get the idea. Mary uses separate tracks for mental and physical, a nastier alternative is to use one track and put a / for mental. Adding a / or X to a box that already has a / makes it a X. This means that a mage can kill himself from exhaustion, and fist-fights can eventually break things. Karma can't be spent on the location roll, since it it isn't a success test. As a separate issue, I've been toying with changing the +1, +2, +3 target penalties from being at 1,3,6 boxes on the condition monitor to something else to make the death spiral less steep. I've been thinking of 2,4,8 or 2,5,9 or 3,6,9. -- Carl Rigney [c d r] at [amd.com] "If you can't dazzle them with brilliance, riddle them with bullets...." -------------------------- Date: Thu, 13 Jun 91 17:33 GMT From: "J.A.F.O." <[BSU 646] at [vaxc.bangor.ac.uk]> Subject: Astral exosphere; blasting bug More random musings from the welsh mountains...Has anyone thought what would happen if a mage or dual astral being attempted to PHYSICALLY leave earth's atmosphere? I'm working on a mini-campaign set on an L-5 habitat -shades of the villa Straylight!- so remembering the effects of astral travel out of atmosphere I was wondering if physical effects might be similar OR maybe a mage would be trapped in his skull unable to venture out, cast spells etc. How does THAT grab those with problem mages? Just think no pesky shamen,mages dragons &/or Sirrushes! With respect to the 500 kilo blast in the last Flashlife, do I miss my guess or is grotesque misuse of explosives becoming an 'en vogue' method of bug control? The party loony is currently suggesting a run into the university to 'extract' a Chemistry Proff. and then off to and agrochem factory for a tanker of nitrate based fertillizer! I think my party is about to cross from shadowrunners to out and out terrorist! -or as they put it 'warriors defending metahumanity against it's enemies' I say terrorists- [I say terrorists too. --CDR] Let the slaughter begin ....?....... 'look how secure can Fort Lewis arsenal be?' 'tough but not impregnible....' 'Great! now how big is a Tac-nuke?' [Nuking cockroaches is an exercise in futility. As for other insects, haven't your players ever seen any 50's sci-fi flicks? :-) --CDR] -------------------------- Date: Thu, 13 Jun 91 20:53:13 -0700 From: Mary Kuhner <[m k kuhner] at [genetics.washington.edu]> Subject: unusual implant weaponry Any innovative ideas for implant weaponry out there? My GM's threatening not to run until I come up with something new (horrors!) We've discussed flechettes made of frozen or crystallized drugs/poisons/ pathogens, but delivery systems are a little tricky. Would the high-pressure liquid sprays used in some modern vaccine guns work at a range if the pressure were increased? With softtech you might get a person to synthesize his own biotoxins-- never be without your poison supply! Just be sure you're thoroughly immune. Could souping up the diapraghm muscles allow for high-velocity spitting, like an archerfish? Anemone-style stinging cells (yes, I'm a biologist) would also be fun, but I think they may not work well out of water. Nettles manage, but transplanting plant tissue seems iffy.... We're especially interested in difficult-to-detect weaponry and other cyberware. Christmas presents for the assassin who has everything. Mary Kuhner [m k kuhner] at [genetics.washington.edu] -------------------------- Date: Sat, 15 Jun 91 00:19:02 PDT From: [c d r] at [amd.com] (Carl Rigney) Subject: Re: unusual implant weaponry How about things that work on allergies? Or tiny stingers that detach and burrow their way to the heart. Actually, all they need to do is reach the bloodstream and go along until they reach the heart, then detonate. Or release something that upsets the heart's rhythm. No doubt you've already thought of electro-shock touches. How about Sonics? In _Mask of Loki_ one of the characters has something about credit-card sized that produces some incredible number of decibels in a very small area at its edge, tightly focused. Various resonating things might be useful, but I don't know how well the human body resonates. I've heard that ultra-low frequency sound (a few hertz) can resonate with the abdominal cavity, causing severe gastric awareness. Something that shatters bones without harming the flesh? Monowire flails with a separate thread from *each* finger would be amusing, perhaps with a cyberlimb with pre-programmed routines to avoid tangling or self-mutilation. Weapons that use Razzle Dazzle to make themselves hard to see... Strobes can be very disorienting - having one linked into one's own cybereyes so they compensate could be very effective. If you're wired to move fast you could do all sorts of neat effects with strobes, moving "invisibly", appearing in multiple places seemingly at the same time, etc. Attack forms based on a better understanding of human perception than engineering permits today. Squirting Butyl Mercaptan into an opponent's face shouldn't be underestimated, either. (Active ingredient in skunks.) If Scent is linked strongly to memory, how about something that triggers inapproriate memories or moods. Attack the opponent's will to fight rather than his physical ability. Or instead of messing with his sight, screw with his kinesthetic sense, balance, temperature sensors, pain sensors, or what have you. Assault the inner ear so he gets dizzy and falls down, then kick him with steel-toed jackboots. If popular models of cyberware have known flaws, some attacks might be specially for them. The most obvious is having a combat skillsoft that's programmed to know about all the patterns of an older or weaker skillsoft, so they walk right into your attack. Or more subtly, your skillsoft pushes their skillwires into realms where their bugs cause unfortunate side-effects. Putting their cybereyes into factory test pattern mode is always entertaining. Very loud sudden noises can be devestating, especially combined with brilliant light - the SAS uses flashbangs to disorient terrorists for just that reason. You can no doubt thinks of lots of other sensory attacks, most of which are likely to work better in close quarters because the observation-decision-reaction loop is much shorter. More extreme, you could turn one of your lungs into a carrier for swarms of tiny microdrones that crawl into orifices and release nasty chemicals / buzz distractingly / plant eggs - with some tag so they don't do it to *you*, of course. At the high end its good to have a one-of-a-kind weapon, because *everyone* expects monowire in the pop-off thrumb these days. You can still catch some people offguard with the monowire in the big toe trick; combined with savate you can get some impressive range on the strike. But it has drawbacks of its own. I don't know how hard it would be to induce a strong current over a small area, but it might be entertaining to see the wireboy's reaction when his metal implants start getting hot! Or causing interference with his internal circuits, especially on the low end. And there's always clouds of choking gas or itching powder. How about a tarbaby cyberlimb? He throws a punch, you take it on the arm and he's stuck, then you start up the whirring buzzsaw you had implanted in your other arm... Brandy had a suggestion too, but you already know her trick. :-) -- Carl Rigney [c d r] at [amd.com] "...what's the point of sexy new technology if you can't find some way to pervert it?" -- Marid, "A Fire in the Sun" -------------------------- End of Flashlife **************************