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<blockquote data-quote="Lilcamper" data-source="post: 8920708" data-attributes="member: 6887513"><p>Now, continuing with Shadowrun.</p><p></p><p><strong><u>Start of scene 2</u></strong></p><p></p><p>Without wasting time, PC draws a flashbang grenade, and, reading her shotgun from her back, throws the grenade through the window, waits half a second for it to explode, and swiftly enters through the same window.</p><p>Now, when playing, I did it wrong, having forgot to ask for the player to roll to see where the grenade ended up, and to ramp up successes to increase the damage. It is too much of a hassle to correct it now, I just saying so no one acuses me of "doing it wrong!" (not that I am not doing all the rest wrong...)</p><p></p><p>As soon as she hears the grenade going off, she jumps through the window. Normally I would not ask for a test, but the windows was only half open, remember? I told the player that he could either spend a Simple Action to open it, or roll Gymnastics to “slide through” the gap. He chooses the last one, and rolls PC Agility + Gymnastics of 11, -2 because is moderately complicated to slide through the gap.</p><p></p><p>She rolls 9 dice, getting (5,6,5,6,1,2,3,1,6) - 5s, and easily moves inside the room, where she is face to face with two soldiers, both about 3 meters from her, 2 meters from one another, and with longarms in hand! They are still reeling from the flashbang, and, while one of them is using a standard security armor, the other is using a heavy combat vest!</p><p></p><p>The grenade is doing 10 points of stun damage, and both soldiers will roll their Body (4) to resist, with the soldier in heavy armor rolling 2 extra dice because of his helmet built-in flare compensation (another thing that I got wrong…)</p><p></p><p>The first soldier rolled (6,1,2,2) - for 1s, while the second rolled (5,2,6,4,1,4) - 4s. The first soldiers took 9 points of stun damage, while the second took 6. They now must make Surprise Tests, which are Reaction + Intuition tests, need 3 successes. They receive +3 dice, because they have been alerted in some way, but have respectively -3 and -2 because of their stun damage.</p><p></p><p>The first soldier rolls 7 dice (3,6,5,5,1,4,5) - 4 successes, and is not surprised. The second rolls 8 dice (1,3,6,2,3,5,6,3) - 3 successes, and is also not surprised, everyone rolls initiative normally.</p><p></p><p>PC initiative - 10+2d6 (5,5) = 20, soldier 1 initiative - 7+1d6-3 (wounds) (6) = 10, soldier 2 initiative 7+1d6-2 (wounds)(2) = 7.</p><p></p><p>PC is first at 20, then Soldier 1 acts at 10, followed closely by PC again, also at 10, and, after all of this, Soldier 2 acts, at 7.</p><p></p><p>PC moves through the window, touching the ground and pointing her shotgun at soldier 1 (least armored, easier to eliminate first). Her shotgun is semi automatic, and she fires a semi auto burst (three rounds) at her target.</p><p></p><p>For modifiers, there is no range or other type of penalty. She is strong enough to handle the recoil, so no penalty for it either. She rolls her full pool of 13 dice - (5,5,2,1,1,2,5,4,1,1,5,2,6) - 5 successes, and is doing 12 (base damage) + 5 (successes), or 17 damage!</p><p></p><p>The soldier, wisely, tries to dodge, rolling Intuition (3) + Reaction (4) + Gymnastics (2 - I forgot to write it…), -3 because of the stun damage, -2 because of the semi auto burst, -1 because of the spread of the flechettes, or 0 dice.. he is hit anyway… time to resist the damage.</p><p></p><p>He will roll Body (4) + Armor (15) + 4 because of the flechette, or 23 dice! The results are (4,5,1,1,3,3,6,2,3,4,5,6,2,6,3,4,4,2,4,2,5,6,5) - 10 successes, he lowers the damage to 7, but, as he was already wounded, with an almost filled stun track, he is knocked out of the fight.</p><p></p><p>At Initiative 10, is PC turn again (yes, high initiative is scary…), and she shoots at Soldier 2, this time with a single shot.</p><p>The same modifiers apply, so lets cut the chase and roll the dice - (5,6,4,6,2,4,5,1,6,2,1,2,1) - 7 successes, limited to 6 because of the shotgun limit.</p><p></p><p>The soldier will try to defend himself by dodging, rolling Intuition (3)+Reaction(4)+Gymnastics(2) -1 because of the flechettes, or 8 dice. He rolls (6,6,4,4,5,2,1,3) - 5 successes, a very nice result, but he still was hit, having to resist 13 points of damage.</p><p></p><p>For resisting he rolls Body (4) + Armor (21) + Flechette (4) or… 29 dice, and, since the modified damage is lower than his armor value, the damage is stun, and not lethal. He rolls (4,4,1,2,3,3,5,4,4,1,5,3,1,6,1,2,2,1,1,6,2,3,6,5,6,5,3,5,6) or 11 points of damage, and thus taking 2 points of stun damage, he has only two boxes of stun damage remaining, and it is at -3 on all rolls. </p><p></p><p>Hurt, but not knocked out, at Initiative 6 he fires at PC with his own weapon, an assault rifle! He lets out a short burst at PC. His base pool is 7, -3 because of the wounds penalties, and rolls his 4 dice - (4,4,5,5) - 2 successes!</p><p></p><p>Wanting to get out of this situation alive, PC has no option but to dodge, lowering her Initiative by 5, and rolling Reaction (6) + Intuition (4) + Gymnastics (5) - 2 (Short Burst), or 13 dice. She gets (3,2,4,6,5,1,6,6,5,6,2,1,6) - 7 successes, and swiftly evades the gunfire as she runs for the door, not keen on fighting someone heavily armored with her shotgun.</p><p>End of turn.</p><p></p><p>Next turn, both remaining characters roll initiative again; PC rolls 10+2d6-5(because of her dodge), while the soldier rolls 7+1d6-3(wounds). PC gets (2,4) - 6+5 = 11, while the soldier gets (3)+4 = 7. PC is first and runs through the door, while the soldier shoots at her general direction without aiming, while he goes help his downed friend.</p><p></p><p><strong><u>End of Scene 2</u></strong></p></blockquote><p></p>
[QUOTE="Lilcamper, post: 8920708, member: 6887513"] Now, continuing with Shadowrun. [B][U]Start of scene 2[/U][/B] Without wasting time, PC draws a flashbang grenade, and, reading her shotgun from her back, throws the grenade through the window, waits half a second for it to explode, and swiftly enters through the same window. Now, when playing, I did it wrong, having forgot to ask for the player to roll to see where the grenade ended up, and to ramp up successes to increase the damage. It is too much of a hassle to correct it now, I just saying so no one acuses me of "doing it wrong!" (not that I am not doing all the rest wrong...) As soon as she hears the grenade going off, she jumps through the window. Normally I would not ask for a test, but the windows was only half open, remember? I told the player that he could either spend a Simple Action to open it, or roll Gymnastics to “slide through” the gap. He chooses the last one, and rolls PC Agility + Gymnastics of 11, -2 because is moderately complicated to slide through the gap. She rolls 9 dice, getting (5,6,5,6,1,2,3,1,6) - 5s, and easily moves inside the room, where she is face to face with two soldiers, both about 3 meters from her, 2 meters from one another, and with longarms in hand! They are still reeling from the flashbang, and, while one of them is using a standard security armor, the other is using a heavy combat vest! The grenade is doing 10 points of stun damage, and both soldiers will roll their Body (4) to resist, with the soldier in heavy armor rolling 2 extra dice because of his helmet built-in flare compensation (another thing that I got wrong…) The first soldier rolled (6,1,2,2) - for 1s, while the second rolled (5,2,6,4,1,4) - 4s. The first soldiers took 9 points of stun damage, while the second took 6. They now must make Surprise Tests, which are Reaction + Intuition tests, need 3 successes. They receive +3 dice, because they have been alerted in some way, but have respectively -3 and -2 because of their stun damage. The first soldier rolls 7 dice (3,6,5,5,1,4,5) - 4 successes, and is not surprised. The second rolls 8 dice (1,3,6,2,3,5,6,3) - 3 successes, and is also not surprised, everyone rolls initiative normally. PC initiative - 10+2d6 (5,5) = 20, soldier 1 initiative - 7+1d6-3 (wounds) (6) = 10, soldier 2 initiative 7+1d6-2 (wounds)(2) = 7. PC is first at 20, then Soldier 1 acts at 10, followed closely by PC again, also at 10, and, after all of this, Soldier 2 acts, at 7. PC moves through the window, touching the ground and pointing her shotgun at soldier 1 (least armored, easier to eliminate first). Her shotgun is semi automatic, and she fires a semi auto burst (three rounds) at her target. For modifiers, there is no range or other type of penalty. She is strong enough to handle the recoil, so no penalty for it either. She rolls her full pool of 13 dice - (5,5,2,1,1,2,5,4,1,1,5,2,6) - 5 successes, and is doing 12 (base damage) + 5 (successes), or 17 damage! The soldier, wisely, tries to dodge, rolling Intuition (3) + Reaction (4) + Gymnastics (2 - I forgot to write it…), -3 because of the stun damage, -2 because of the semi auto burst, -1 because of the spread of the flechettes, or 0 dice.. he is hit anyway… time to resist the damage. He will roll Body (4) + Armor (15) + 4 because of the flechette, or 23 dice! The results are (4,5,1,1,3,3,6,2,3,4,5,6,2,6,3,4,4,2,4,2,5,6,5) - 10 successes, he lowers the damage to 7, but, as he was already wounded, with an almost filled stun track, he is knocked out of the fight. At Initiative 10, is PC turn again (yes, high initiative is scary…), and she shoots at Soldier 2, this time with a single shot. The same modifiers apply, so lets cut the chase and roll the dice - (5,6,4,6,2,4,5,1,6,2,1,2,1) - 7 successes, limited to 6 because of the shotgun limit. The soldier will try to defend himself by dodging, rolling Intuition (3)+Reaction(4)+Gymnastics(2) -1 because of the flechettes, or 8 dice. He rolls (6,6,4,4,5,2,1,3) - 5 successes, a very nice result, but he still was hit, having to resist 13 points of damage. For resisting he rolls Body (4) + Armor (21) + Flechette (4) or… 29 dice, and, since the modified damage is lower than his armor value, the damage is stun, and not lethal. He rolls (4,4,1,2,3,3,5,4,4,1,5,3,1,6,1,2,2,1,1,6,2,3,6,5,6,5,3,5,6) or 11 points of damage, and thus taking 2 points of stun damage, he has only two boxes of stun damage remaining, and it is at -3 on all rolls. Hurt, but not knocked out, at Initiative 6 he fires at PC with his own weapon, an assault rifle! He lets out a short burst at PC. His base pool is 7, -3 because of the wounds penalties, and rolls his 4 dice - (4,4,5,5) - 2 successes! Wanting to get out of this situation alive, PC has no option but to dodge, lowering her Initiative by 5, and rolling Reaction (6) + Intuition (4) + Gymnastics (5) - 2 (Short Burst), or 13 dice. She gets (3,2,4,6,5,1,6,6,5,6,2,1,6) - 7 successes, and swiftly evades the gunfire as she runs for the door, not keen on fighting someone heavily armored with her shotgun. End of turn. Next turn, both remaining characters roll initiative again; PC rolls 10+2d6-5(because of her dodge), while the soldier rolls 7+1d6-3(wounds). PC gets (2,4) - 6+5 = 11, while the soldier gets (3)+4 = 7. PC is first and runs through the door, while the soldier shoots at her general direction without aiming, while he goes help his downed friend. [B][U]End of Scene 2[/U][/B] [/QUOTE]
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