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<blockquote data-quote="Primitive Screwhead" data-source="post: 4790705" data-attributes="member: 20805"><p>...Reminder to self to not post late and night and with a splitting headache... Yes, Movement Allowance is a good thing to keep.</p><p></p><p>So tonight its not quite as late, but still with the headache... so please bear with me.</p><p></p><p></p><p><strong>Aus_Snow</strong>, I will have to dig up Dark Metropolis.. I think I have it around somewhere. I vaguely recall the Stress rules. I love the cyber-pychosis rules they have.</p><p></p><p></p><p>So.. ruminating on the whole 'CP combat shouldn't be as much of a sure thing when your starting out' and wanting to trim the fiddly bits out... the Ambient.ca link above has so much fiddling that its not likely to actually be used in play. I don't recall ever using half the modifiers in the orignal rule-set, having to multiply them based on range would make it even less likely to be used.</p><p></p><p>Anyway, major paradigm shift represented by this <em>draft</em> house rule combat system.</p><p> The range sets the base DC and conditions apply a penalty to your shot. Cyber and tech generally off-set the penalties.</p><p>Each weapon type has a 'favored' range where it is most useful {read, easiest to hit}</p><p></p><p>Attack is still Stat+Skill+1D10. The D10 'explodes' on a 10, allowing the rare extremly high results.</p><p>Whether Cool is used is pending re-reading the stress rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Close Range 2 meters or less: Shotgun</p><p>Short Range 2 meters to 10 meters: pistol and light SMG</p><p>Medium Range 10 meters to 30 meters: assault rifles, heavy SMG</p><p>Long Range 30 meters to 90 meters: Long rifles</p><p>Very Long Range: 90 meters to 270 meters: Sniper Rifles</p><p></p><p>The 'favored range' base DC is 15, increase by +5 for each range increment away. For instance, firing a pistol at Long Range is a base DC of 30.</p><p></p><p>Some of the static modifiers stay, like lazer sight grants +1, bracing grants +2.</p><p></p><p>Penalties to the attack include:</p><p>Movement {target and/or shooter}. Up to 4 points of this penalty can be negated by a smart gun.</p><p> - Walking -2 </p><p> - Running -4</p><p> - Moving vehicle -6</p><p></p><p>Vision obscurement {fog, dark} -2. Can be negated by optical enhancements {lowlight, etc..}</p><p></p><p>Cover can be shot around {taking the penalty} or shot through {granting SP to the target}</p><p> Partial cover grants a -4 penalty</p><p> Full cover grants a -8 penalty but the target has to spend a move action in order to clear cover enough to fire {taking a -3 to his shot}</p><p></p><p>If in partial cover, shooter can snapshoot, taking a -2 to hit but not lose the benefits of cover</p><p></p><p>If wanting to be brave, shooter can go 'John Wayne' and get a +2 to hit, but cannot benefit from cover for the entire round.</p><p></p><p>Examples using the characters in the 2nd edition book, and Cool as the base stat:</p><p> Rocker Silver Hand Luke rolls 1D10+14 with his SMG, needing a 1 or better to hit at short range. If the target takes cover, he needs a 5.</p><p> Expert Mercenary Nomad rolls 1D10+18 with his Carbine, can't miss a target at medium range in the open, but needs a 6 or better to hit a target at short range hiding behind a dumpter (DC 24).</p><p> Frontline Goon hiding behind that dumpter could snap-shoot back with the Colt pistoli, rolling 1D10+12, hitting on a 5 or better. If our Nomad grabbed some cover, that snapshot will likely miss.</p><p></p><p></p><p>Still working on auto-fire options and handling of shotguns.</p><p> Or I might just ditch all this and stick with the rules in the book <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Considering doing the combat sequence rule of having players declare actions in order of initiative, lowest to highest, and then resolve actions highest to lowest. Not sure how much that change would improve game play.</p><p></p><p>Anyway, thanks all for listening to me ramble!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4790705, member: 20805"] ...Reminder to self to not post late and night and with a splitting headache... Yes, Movement Allowance is a good thing to keep. So tonight its not quite as late, but still with the headache... so please bear with me. [B]Aus_Snow[/B], I will have to dig up Dark Metropolis.. I think I have it around somewhere. I vaguely recall the Stress rules. I love the cyber-pychosis rules they have. So.. ruminating on the whole 'CP combat shouldn't be as much of a sure thing when your starting out' and wanting to trim the fiddly bits out... the Ambient.ca link above has so much fiddling that its not likely to actually be used in play. I don't recall ever using half the modifiers in the orignal rule-set, having to multiply them based on range would make it even less likely to be used. Anyway, major paradigm shift represented by this [i]draft[/i] house rule combat system. The range sets the base DC and conditions apply a penalty to your shot. Cyber and tech generally off-set the penalties. Each weapon type has a 'favored' range where it is most useful {read, easiest to hit} Attack is still Stat+Skill+1D10. The D10 'explodes' on a 10, allowing the rare extremly high results. Whether Cool is used is pending re-reading the stress rules :) Close Range 2 meters or less: Shotgun Short Range 2 meters to 10 meters: pistol and light SMG Medium Range 10 meters to 30 meters: assault rifles, heavy SMG Long Range 30 meters to 90 meters: Long rifles Very Long Range: 90 meters to 270 meters: Sniper Rifles The 'favored range' base DC is 15, increase by +5 for each range increment away. For instance, firing a pistol at Long Range is a base DC of 30. Some of the static modifiers stay, like lazer sight grants +1, bracing grants +2. Penalties to the attack include: Movement {target and/or shooter}. Up to 4 points of this penalty can be negated by a smart gun. - Walking -2 - Running -4 - Moving vehicle -6 Vision obscurement {fog, dark} -2. Can be negated by optical enhancements {lowlight, etc..} Cover can be shot around {taking the penalty} or shot through {granting SP to the target} Partial cover grants a -4 penalty Full cover grants a -8 penalty but the target has to spend a move action in order to clear cover enough to fire {taking a -3 to his shot} If in partial cover, shooter can snapshoot, taking a -2 to hit but not lose the benefits of cover If wanting to be brave, shooter can go 'John Wayne' and get a +2 to hit, but cannot benefit from cover for the entire round. Examples using the characters in the 2nd edition book, and Cool as the base stat: Rocker Silver Hand Luke rolls 1D10+14 with his SMG, needing a 1 or better to hit at short range. If the target takes cover, he needs a 5. Expert Mercenary Nomad rolls 1D10+18 with his Carbine, can't miss a target at medium range in the open, but needs a 6 or better to hit a target at short range hiding behind a dumpter (DC 24). Frontline Goon hiding behind that dumpter could snap-shoot back with the Colt pistoli, rolling 1D10+12, hitting on a 5 or better. If our Nomad grabbed some cover, that snapshot will likely miss. Still working on auto-fire options and handling of shotguns. Or I might just ditch all this and stick with the rules in the book :) Considering doing the combat sequence rule of having players declare actions in order of initiative, lowest to highest, and then resolve actions highest to lowest. Not sure how much that change would improve game play. Anyway, thanks all for listening to me ramble! [/QUOTE]
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