Shadowrun
Shadowrun Play => Rules and such => Previous Editions => Topic started by: sigfriedmcwild on <09-21-19/1619:42>
-
I'm confused by the rules for full defence in melee combat in SR3
Normal melee combat flow:
- Attacker rolls, base TN4, can use combat pool
- Defender rolls, base TN4, can use combat pool
- Compare successes from 1 and 2, highest proceeds to deal damage to the other
- Damage is staged up based on the net successes
- Whoever is taking damage rolls body vs damage power - armour, stage down damage based on successes
Full defence combat flow:
- Attacker rolls, base TN4, can use combat pool
- Defender rolls, base TN4, CANNOT use combat pool
- Compare successes from 1 and 2, if defender wins stop
- Defender makes dodge test, base TN4, only dice from combat pool can be used, apply same modifiers as 2
- Compare to the net successes from 3, if defender wins stop
- Damage is staged up based on the net successes from 5
- Defender rolls body vs damage power - armour, stage down damage based on successes
Steps 2, 3, 4, and 5 in the full defence flow are a more drawn out retelling of steps 2 and 3 in the normal melee flow (in both cases I get to roll my melee combat skill + combat pool vs the attacker), without the chance of getting a counterattack in.
The only advantage I can see to full defence is that I can choose how much combat pool to roll after I've rolled my combat skill, which doesn't really seem worthwhile (in both cases I get to know how well the attacker rolled and if I overcommit combat pool in the normal flow it's just going to be more damage anyway)
Am I missing something?