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Dealing stun damage with melee weapons

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Namikaze

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« Reply #15 on: <02-11-15/0041:45> »

True, I think on a critical glitch they should receive damage to their AP or Reach value (a topic covered in Run & Gun.

Do critical glitches happen often enough to invent rules centered around them? I don't think so, especially when it comes to combat. I prefer rules to use for actual characters, not Joe Average.

You know, weapon breaking isn't exactly new.  It has an action called Break Weapon, and it's in Run & Gun on page 111.  Additionally, weren't you just the one that suggested this whole thing?

The next problem that could arise is that Swords are not meant to be used with their flat side. They chance to break could be increased.

Oh yeah.  You did.  So what is with the snark?
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Darzil

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« Reply #16 on: <02-11-15/0438:12> »
I took the comment more as a feeling that critical glitches for high dice characters are so rare they didn't really represent a reasonable chance of the weapon getting damaged. It's a bit like the chance of glitching throwing grenades, it's there for balance, but with any decent dice pool it'll be vanishingly rare that you blow yourself up. If everyone had 3-6 throwing dice you'd see far fewer comments on grenade power.

Lucean

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« Reply #17 on: <02-11-15/0715:35> »
Thank's Darzil. Something happening on glitches is ok, but critical glitches should be in the realm of hearsay for combat characters.

Spooky

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« Reply #18 on: <02-11-15/0918:45> »
Except that averages totally ignore player luck. I know people who have stopped playing TRPGs altogether because they can't seem to roll any success, even when I handed them cheat dice (dice without 1s). Amazing to watch, actually. Kinda blew my mind, watching someone roll 12 dice, 6 of them cheaters, and come up with a critical glitch (highest was a lone 3). So never discount player luck when rolling dice.
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

Darzil

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« Reply #19 on: <02-11-15/1021:21> »
Except that averages totally ignore player luck. I know people who have stopped playing TRPGs altogether because they can't seem to roll any success, even when I handed them cheat dice (dice without 1s). Amazing to watch, actually. Kinda blew my mind, watching someone roll 12 dice, 6 of them cheaters, and come up with a critical glitch (highest was a lone 3). So never discount player luck when rolling dice.
Presumably not in SR5, where you'd have needed 7 1's to critically glitch. To have had one of the dice without 1's come up 1 would have taken more than bad luck !

cyclopean

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« Reply #20 on: <02-11-15/1457:04> »
I totally missed that change! I've still been playing 1/2 or more = glitch. My players are going to be thrilled.

jim1701

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« Reply #21 on: <02-11-15/1506:36> »
I totally missed that change! I've still been playing 1/2 or more = glitch. My players are going to be thrilled.

It is more than half.  He was speaking to your example of 12 dice which would require seven one's to glitch. 
« Last Edit: <02-11-15/1703:39> by jim1701 »

Darzil

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« Reply #22 on: <02-11-15/1640:58> »
I totally missed that change! I've still been playing 1/2 or more = glitch. My players are going to be thrilled.

It is half or more.  He was speaking to your example of 12 dice which would require seven one's to glitch.
More than half.

pg 45 "If more than half the dice you rolled show a one, then you’ve got problems. This is called a glitch."

cyclopean

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« Reply #23 on: <02-11-15/1733:50> »
Yeah I looked it up after I saw this. Neat.

Spooky

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« Reply #24 on: <02-12-15/0231:51> »
Yeah, that particular episode was several years ago. Still quite memorable, though.
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

cyclopean

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« Reply #25 on: <02-12-15/1259:31> »
Those really bad rolls do have a way of sticking with you. I had a major NPC die unexpectedly in 4th edition on a soak roll due to rolling 0 successes out of 30 some dice. Goodbye cyberzombie!

Darzil

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« Reply #26 on: <02-12-15/1305:04> »
Those really bad rolls do have a way of sticking with you. I had a major NPC die unexpectedly in 4th edition on a soak roll due to rolling 0 successes out of 30 some dice. Goodbye cyberzombie!
Oh yes! The big bad of a Superhero campaign I was part of many years ago had a forcefield none of us could get through. My musclebound idiot character charged anyway! Cue the big bad, who was faster, rolling a critical miss, roll on critical failure result, one random power stops working, rolls amongst his (many) powers, forcefield. My character, two critical hits . . .

Adder

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« Reply #27 on: <02-12-15/1422:22> »
Right off the bat (pun intended).  Something that normally has (STR + 2)P damage gets calculated out.  Let's say it gives 7P damage.  This would in turn translate to 3.5S damage, which gets rounded up to 4S.


The next problem that could arise is that Swords are not meant to be used with their flat side. They chance to break could be increased.

True, I think on a critical glitch they should receive damage to their AP or Reach value (a topic covered in Run & Gun.

I agree that the stun damage rules are ridiculously complicated and weird. Even for shooting someone, it doesn't make a whole lot of sense. I simply cannot imagine how shooting someone could result in stun damage. I'd rather just have them shoot someone in the foot and roleplay the incapacitation if that was necessary.

My players have a habit of pistol whipping every surrendered enemy or civilian senseless before progressing, which is good practice but feels a bit lame. They basically say "I whack him in the head until you tell me he won't get up anymore in the next ten minutes".

What I want is to instill some (small) fear of repercussions from excessive blunt force head trauma, since you certainly could not knock a hundred people unconscious without risking one of them dying from the injury.

To that end, my proposed house rules:

1. No more ranged-weapon called-shot stun damage. I'm not even going to consider unusual cases like a beer bottle or a crate until it comes up.
2. When meleeing someone, declare a stun attack. -2 penalty if it's conceivable you could prevent it from being lethal (e.g. clubs), -4 if it's clearly pushing the limits of the weapon (knives, katanas).
3. After the declaration, you can choose to subtract any amount of additional dice from the attack.
4. After the declaration, you can choose to neglect all overflow damage from net hits.
5. Total damage is halved and turned into Stun.
6. Glitches result in halved Physical damage.
7. Critical Glitches result in full physical damage with normal net hit damage overflow (disregarding your earlier choice) and the weapon is damaged in the attempt.

Sir_Prometheus

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« Reply #28 on: <02-12-15/2311:12> »
Well, it's easy to figure shooting dmg changed to stun dmg if you've ever seen the bruise someone gets after being shot in a bullet proof vest.  :)

But generally, your house rules seem fine.

Adder

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« Reply #29 on: <02-13-15/0105:39> »
Well, it's easy to figure shooting dmg changed to stun dmg if you've ever seen the bruise someone gets after being shot in a bullet proof vest.  :)

Sure, I've no doubt that being stunned from a bullet is a real thing. But the will-it-or-won't-it-penetrate mechanic already exists in the form of the regular damage resistance test (if modified DV < modified armor, damage is Stun). I guess maybe a weird scenario where the enemy has just an armored vest on and you are intentionally shooting the vest would be the case they're trying to address in the rules, but that feels way less common than "I have a guard that I want to incapacitate, how many times do I need to punch him in the face to KO them?"