Digest Archives Vol 1 Issue 215

From: owner-champ-l-digest@sysabend.org 
Sent: Wednesday, February 24, 1999 8:12 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #215 
 
 
champ-l-digest      Wednesday, February 24 1999      Volume 01 : Number 215 
 
 
 
In this issue: 
 
    RE: Aberrant 
    RE: Aberrant 
    Re: Aberrant 
    RE: Aberrant 
    Help me with a few concepts 
    Re: Aberrant 
    Re: Help me with a few concepts 
    Skill Web (was Re: Aberrant) 
    Re: Skill Web (was Re: Aberrant) 
    Re: Help me with a few concepts 
    Re: Help me with a few concepts 
    Re: Help me with a few concepts 
    Re: Help me with a few concepts 
    Re: Help me with a few concepts 
    Re: Help me with a few concepts 
    Re: Help me with a few concepts 
    Re: Skill Web (was Re: Aberrant) 
    Re: Skill Web (was Re: Aberrant) 
    Re: Help me with a few concepts 
    Re: Help me with a few concepts 
    Re: Help me with a few concepts 
    Re: Skill Web (was Re: Aberrant) 
    Re: Help me with a few concepts 
    Re: Help me with a few concepts 
    Re: Aberrant 
 
---------------------------------------------------------------------- 
 
Date: Wed, 24 Feb 1999 12:29:48 -0500 
From: Kim Foster <nexus@uky.campuscwix.net> 
Subject: RE: Aberrant 
 
> 
>I like the skill web enough that I have been trying to figure out how 
>to import it into HERO with minimal disruption. And minimal success, 
>so far. 
> 
>By minimal disruption, I mean so little that it could be in 6th Ed, or 
>possibly even 5th if it wasn't too late. 
 
I'm not very familar with Shadowrun. Just what is the Skill Web?  
 
 
Email Address change:Please update to the following: 
nexus@uky.campuscwix.net 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 12:49:40 -0500 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: Aberrant 
 
Forgive me, but I'm not familiar with this skill web. When we're talking 
about a skill web, I assume we're talking about a map showing similarities 
between skills, not unlike Hero's similar languages map. If that's the case, 
a skill web would essentially show you what skills can be treated as 
complimentary relative to anyother skill, yes?  
 
If all my assumptions are correct, how could you make it complete for all 
genres? Clearly, skills vary wildly between genres and even relate 
differently to one another.	Acrobatics might be complementary to Combat 
Piloting [Wyvern Glider] but not to Combat Piloting [Galaxy Class Starship]. 
 
 
Am I totally off the mark here? 
 
] I like the skill web enough that I have been trying to figure out how 
] to import it into HERO with minimal disruption. And minimal success, 
] so far. 
]  
] By minimal disruption, I mean so little that it could be in 6th Ed, or 
] possibly even 5th if it wasn't too late. 
]  
] Filksinger 
]  
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 09:49:32 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Aberrant 
 
[snip comments about the Shadowrun Skill Web and importing it to Champions] 
 
>By minimal disruption, I mean so little that it could be in 6th Ed, or 
>possibly even 5th if it wasn't too late. 
 
 
What have you tried? I haven't done this, but here's what comes to mind, all 
of which are probably too complex for the new player: 
 
1. Create a related skill grouping system similar to the one used for 
Languages to reduce costs of skills. 
2. Have a default skill rule, such as in GURPS. 
3. Create a skill web, and have some penalty for each step away like in 
Shadowrun, say, a -2. 
 
A. This one is way too radical, so isn't what you asked about: Eliminate 
skills altogether. Only have levels, 2,3,5,8, and 10 points, and have all 
skills start at some very basic level. Create a skill web like in Shadowrun. 
Two point levels apply to one skill, 3 to a skill and those adjacent, 5 to a 
skill and two adjacent, and so on. Each step outside of that gives a -2 to 
the role (or whatever). That about gives you the same feel as Shadowrun 
while using Hero mechanics, or close to them. 
 
Just rambling 
JAJ,GP 
 
------------------------------ 
 
Date: 24 Feb 99 12:54:19 MST 
From: ANTHONY VARGAS <anthony.vargas@usa.net> 
Subject: RE: Aberrant 
 
 "Filksinger" <filkhero@usa.net> wrote: 
> I like the skill web enough that I have been trying to figure out how 
> to import it into HERO with minimal disruption. And minimal success, 
> so far. 
>  
> By minimal disruption, I mean so little that it could be in 6th Ed, or 
> possibly even 5th if it wasn't too late. 
>  
> Filksinger 
 
Wouldn't that be a bit like the Language Chart, but for skills?   
 
Hm... Accrobatics has a 3pt similarity to Breakfall, and 2 to  
Contortionist.... 
 
Of course, given the overwhelming popularity of the Language Chart..... 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com/?N=1 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 15:07:06 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Help me with a few concepts 
 
I have a player who is building a commando-type character.  Basically, he's 
a gun-toter similar to the Punisher or one of the operatives in the Rainbow 
Six computer game.  He has a few ideas that either I don't like or am not 
sure how to implement, so I thought I'd hit this list for 2nd opinions: 
 
* He wants a hand-held Tazer.  I thought this would be an NND EB, but 
what's the defense?  Rubber clothing might work, but is that common enough 
to qualify for the "common set of circumstances" that NND requires?  I 
don't think so....  How would you implement a Tazer?  Not the ones that 
shoot a cable out, but the ones that just have an electric current at the 
end of the hand-held unit--No Range, in other words. 
 
* He wants to do a Running Drain and define it as shooting someone in the 
leg.  Similarly, he wants an RKA defined as shooting someone in the head.  
I really don't like this idea, especially since we don't use the Hit 
Location table (and I don't want to start).  I just don't like using hit 
location as a special effect.  His weapon fires energy (as opposed to 
bullets), so I told him he could just define the drain as a different type 
of energy that he can fire by pushing a button on the gun or whatever.  He 
really likes the idea of shooting someone in the leg to make them slow 
down, though.  How would you handle this? 
 
* He wants to buy Telescopic Sense and link it to EB (his gun).  Linking 
these two doesn't make any sense to me.  I told him a better idea would be 
to buy Telescopic Sense as a separate power (with the same OAF as his EB), 
and then he could add No Range Penalty to his EB.  He doesn't think No 
Range Penalty is realistic enough, though.  He said he'd like to be able to 
spend XP later to buy a better scope, just like you'd do in real life.   I 
can't remember...is there an advantage which increases the range 
increments?  I think that would handle the situation.  If not, how would 
you handle this?  I think my suggestion is just fine, but he's resistant to 
No Range Penalty for some reason, even though it's a common technique with 
published characters. I think he just needs to relax on his realism 
requirement a little.... 
 
* He thinks it is perfectly fine for his character to pay the END when his 
gun fires a shot (the EB).  I told him this doesn't make sense, and he said 
it's because his character is receiving the recoil and lugging a heavy gun 
and stuff.  I told him I still don't buy it--the only way he could pay the 
gun's END would be if there was some mystic link (it feeds off his essence) 
or he has cables running from under his flesh to the gun.  I told him to 
buy either an END Battery for the gun, or use Charges.  Am I right about 
this one? 
 
Thanks! 
 
------------------------------ 
 
Date: 24 Feb 1999 16:10:01 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aberrant 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
* Brian Wawrow <bwawrow@fmco.com> Wed, 24 Feb 1999 
| Forgive me, but I'm not familiar with this skill web. When we're talking 
| about a skill web, I assume we're talking about a map showing similarities 
| between skills, not unlike Hero's similar languages map. If that's the case, 
| a skill web would essentially show you what skills can be treated as 
| complimentary relative to anyother skill, yes? 
 
Something like that, though in this case it shows what skills can be used 
instead of the most appropriate skill if you do not have it.  Say you are 
put into a situation in which you fighting with a melee weapon.  The skill 
for that is Armed Combat, but you do not have that.  The skill web shows 
you what skills or characteristics you could use, and at what kind of 
penalty.  You could use Unarmed Combat at a small penalty, or Quickness 
(ie, Dexterity) at a much greater penalty.  Ultimately, everything on the 
skill web points to a characteristic, but the penalties may acumulate to 
the point where you have no dice left to roll (Skill Web penalites reduce 
the number of dice you have to roll). 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.2 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE21Gqpgl+vIlSVSNkRAs27AJ96yYz2DU672KFY+UDbxPJvb/pvVQCg0ZNI 
oIbbwLE6sEhzb58IPkWd6jA= 
=dDCX 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should be 
Minion of Nathan - Nathan says Hi! \ returned to its special container and 
PGP Key: at a key server near you!  \ kept under refrigeration. 
 
------------------------------ 
 
Date: 24 Feb 1999 16:41:06 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Help me with a few concepts 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
* David Stallard <DBStallard@compuserve.com> Wed, 24 Feb 1999 
| * He wants a hand-held Tazer.  I thought this would be an NND EB, but 
| what's the defense? 
 
Nah... a hand-held tazer is IMO better defined as a small Killing Attack 
with a hefty Stun Multiplier increase, say 1D6 RKA base plus whatever you 
he can afford for Stun Multiple increase. 
 
| * He wants to do a Running Drain and define it as shooting someone in the 
| leg. 
 
Yeah, I can see this... makes sense if you are not otherwise using some 
kind of disabling rules or what have you. 
 
| Similarly, he wants an RKA defined as shooting someone in the head. 
 
If you are not using the Hit Location table, then this actually is a 
reasonable special effect for an RKA, I think. 
 
| * He wants to buy Telescopic Sense and link it to EB (his gun).  Linking 
| these two doesn't make any sense to me. 
 
Yeah... that means he can only use the sense when he is shooting someone, 
which is probably not what he really wants. 
 
| I told him a better idea would be to buy Telescopic Sense as a separate 
| power (with the same OAF as his EB), and then he could add No Range 
| Penalty to his EB.  He doesn't think No Range Penalty is realistic 
| enough, though. 
 
No, it isn't.  Use Range Modifier skill levels instead for that. 
 
| He said he'd like to be able to spend XP later to buy a better scope, 
| just like you'd do in real life.  I can't remember...is there an 
| advantage which increases the range increments? 
 
Telescopic does not have range increments (I think)... but Range Modifier 
skill levels most certainly do. 
 
| * He thinks it is perfectly fine for his character to pay the END when 
| his gun fires a shot (the EB). 
 
Unless it is wired to him somehow, which I doubt, I agree with you on this. 
It should have Charges or an Endurance Reserve. 
 
| I told him this doesn't make sense, and he said it's because his 
| character is receiving the recoil and lugging a heavy gun and stuff. 
 
Ish.  Not a chance. 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.2 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE21HHygl+vIlSVSNkRAmEZAJ9afUunqbtnzcSOFAcf6/7MihrQEQCgmK3b 
rJK3QmqN3at1EtYN5RP1PnM= 
=wzAr 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include an 
Minion of Nathan - Nathan says Hi! \ unknown glowing substance which fell to 
PGP Key: at a key server near you!  \ Earth, presumably from outer space. 
 
------------------------------ 
 
Date: 24 Feb 1999 17:11:14 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Skill Web (was Re: Aberrant) 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
* Stainless Steel Rat <ratinox@peorth.gweep.net> Wed, 24 Feb 1999 
| You could use Unarmed Combat at a small penalty, or Quickness (ie, 
| Dexterity) at a much greater penalty.  Ultimately, everything on the 
| skill web points to a characteristic, but the penalties may acumulate to 
| the point where you have no dice left to roll (Skill Web penalites reduce 
| the number of dice you have to roll). 
 
I made two mistakes in that.  One, Armed and Unarmed Combat cannot default 
to Quickness, at least not in second edition Shadowrun (and in fact, some 
skills cannot default to attributes at all).  Two, the penalties are 
increases to T# (difficulty), not reduction in dice. 
 
This leads to some interesting dynamics.  Say a character has to move 
something heavy, a Strength task.  The T# is set at 6.  Say the character 
has a Strength of 2; if either of his 2 dice roll 6 he succeeds, a 33% 
chance of success.  Say he also has Unarmed Combat 8 (extreme, unlikely, 
but not impossible).  The skill web allows him to use Unarmed Combat, at a 
+4 difficulty.  With 8 dice against a T# 10, he has a 67% chance of 
succeeding (ie, at least one die rolls 6 the first time and then 4-6 the 
second -- in Shadowrun, if a die rolls up 6, you re-roll it and add to the 
previous total). 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.2 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE21HkCgl+vIlSVSNkRArolAKCFRjNIQvsZaJt8KWC25YZbHDgopACgrxAl 
zFQNnzA+rE5xRQvBE3g2mCE= 
=2ZDF 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
Minion of Nathan - Nathan says Hi! \ which, if exposed due to rupture, should 
PGP Key: at a key server near you!  \ not be touched, inhaled, or looked at. 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 14:40:25 -0800 (PST) 
From: Draco Paladin <paladin@uvic.ca> 
Subject: Re: Skill Web (was Re: Aberrant) 
 
On 24 Feb 1999, Stainless Steel Rat wrote: 
 
> This leads to some interesting dynamics.  Say a character has to move 
> something heavy, a Strength task.  The T# is set at 6.  Say the character 
> has a Strength of 2; if either of his 2 dice roll 6 he succeeds, a 33% 
> chance of success.  Say he also has Unarmed Combat 8 (extreme, unlikely, 
> but not impossible).  The skill web allows him to use Unarmed Combat, at a 
> +4 difficulty.  With 8 dice against a T# 10, he has a 67% chance of 
> succeeding (ie, at least one die rolls 6 the first time and then 4-6 the 
> second -- in Shadowrun, if a die rolls up 6, you re-roll it and add to the 
> previous total). 
 
Also, IIRC (it's been about 7 years since I played), there were two skills 
on the skill web without a dot between them, so one could default to the 
other with no penalty.  My question was, 'Why have two seperate skills 
then'.  (I think the two skills were throw, and throw knife, which anyone 
who has done any knife throwing knows are not the same thing.) 
 
- --------------------------------------------- 
Mother is the name for GOD on the lips and 
hearts of all children.  - Eric Draven 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 15:44:33 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Help me with a few concepts 
 
> From: David Stallard <DBStallard@compuserve.com> 
>  
> I have a player who is building a commando-type character.  Basically, he's 
> a gun-toter similar to the Punisher or one of the operatives in the Rainbow 
> Six computer game.  
 
Is this for a super-hero game ? 
 
> * He wants a hand-held Tazer.  I thought this would be an NND EB, but 
> what's the defense?  Rubber clothing might work, but is that common enough 
> to qualify for the "common set of circumstances" that NND requires?  I 
> don't think so....  How would you implement a Tazer?  Not the ones that 
> shoot a cable out, but the ones that just have an electric current at the 
> end of the hand-held unit--No Range, in other words. 
 
NO range EB or no range NND.   For an NND, try 'electrical powers' / not  
being grounded / force field as defense or defenses.  
 
>  
> * He wants to do a Running Drain and define it as shooting someone in the 
> leg.  Similarly, he wants an RKA defined as shooting someone in the head.  
 
This sounds fine to me.  I don't understand your objections.  You're not  
incorporating hit locations.   
 
> I really don't like this idea, especially since we don't use the Hit 
> Location table (and I don't want to start).  I just don't like using hit 
> location as a special effect.  
 
Matter of taste, I suppose.  
 
 His weapon fires energy (as opposed to 
> bullets), so I told him he could just define the drain as a different type 
> of energy that he can fire by pushing a button on the gun or whatever.  
 
In my opinion, this sounds less reasonable than the player's method of 
hit locations as sfx.   I'd prefer "I shot him in the leg, so he can't 
move as well" for a commando character over "I have a setting on my blaster 
that slows peoples running speeds". 
 
 
> * He wants to buy Telescopic Sense and link it to EB (his gun).  Linking 
> these two doesn't make any sense to me.  I told him a better idea would be 
> to buy Telescopic Sense as a separate power (with the same OAF as his EB), 
> and then he could add No Range Penalty to his EB.  He doesn't think No 
> Range Penalty is realistic enough, though.  He said he'd like to be able to 
> spend XP later to buy a better scope, just like you'd do in real life.   I 
> can't remember...is there an advantage which increases the range 
> increments?  
 
Buy range levels with the EB defined as a scope.   
I'd agree with not linking the Telescopic sense and the EB. 
 
>  
> * He thinks it is perfectly fine for his character to pay the END when his 
> gun fires a shot (the EB).  I told him this doesn't make sense, and he said 
> it's because his character is receiving the recoil and lugging a heavy gun 
> and stuff.   
 
Does he want to pay the endurance for the energy blast, or just pay some 
endurance ?  I'd say no on the EB endurance, but yes on the some endurance. 
It's been quite a while, but I remember a rule about it costing 1 point 
of endurance to fire a weapon.... 
 
Curt Hicks 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 14:41:07 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Help me with a few concepts 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>* David Stallard <DBStallard@compuserve.com> Wed, 24 Feb 1999 
>| * He wants a hand-held Tazer.  I thought this would be an NND EB, but 
>| what's the defense? 
> 
>Nah... a hand-held tazer is IMO better defined as a small Killing Attack 
>with a hefty Stun Multiplier increase, say 1D6 RKA base plus whatever you 
>he can afford for Stun Multiple increase. 
 
Don't you think a killing attack is excessive, Rat?  I realize someone can 
die from excessive tasering, but a normal attack would seem closer to the 
likelyhood of doing body with it. 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 16:59:06 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Help me with a few concepts 
 
At 03:07 PM 2/24/99 -0500, you wrote: 
>I have a player who is building a commando-type character.  Basically, he's 
>a gun-toter similar to the Punisher or one of the operatives in the Rainbow 
>Six computer game.  He has a few ideas that either I don't like or am not 
>sure how to implement, so I thought I'd hit this list for 2nd opinions: 
> 
>* He wants a hand-held Tazer.  I thought this would be an NND EB, but 
>what's the defense?  Rubber clothing might work, but is that common enough 
>to qualify for the "common set of circumstances" that NND requires?  I 
>don't think so....  How would you implement a Tazer?  Not the ones that 
>shoot a cable out, but the ones that just have an electric current at the 
>end of the hand-held unit--No Range, in other words. 
> 
 
I'd phrase it as "Insulation" - whether that insulation is rubber clothing 
or something else. In addition, I'd include "No Normal Nervous System" as 
another part of the defense - you can't use a taser on an animate statue, 
for isntance. Assuming such things exist in the campaign, of course. 
 
>* He wants to do a Running Drain and define it as shooting someone in the 
>leg.  Similarly, he wants an RKA defined as shooting someone in the head.  
>I really don't like this idea, especially since we don't use the Hit 
>Location table (and I don't want to start).  I just don't like using hit 
>location as a special effect.  His weapon fires energy (as opposed to 
>bullets), so I told him he could just define the drain as a different type 
>of energy that he can fire by pushing a button on the gun or whatever.  He 
>really likes the idea of shooting someone in the leg to make them slow 
>down, though.  How would you handle this? 
> 
 
I'd do it as the player would - if hit locations aren't a rule, then why 
shouldn't they be a special effect? 
 
>* He wants to buy Telescopic Sense and link it to EB (his gun).  Linking 
>these two doesn't make any sense to me.  I told him a better idea would be 
>to buy Telescopic Sense as a separate power (with the same OAF as his EB), 
>and then he could add No Range Penalty to his EB.  He doesn't think No 
>Range Penalty is realistic enough, though.  He said he'd like to be able to 
>spend XP later to buy a better scope, just like you'd do in real life.   I 
>can't remember...is there an advantage which increases the range 
>increments?  I think that would handle the situation.  If not, how would 
>you handle this?  I think my suggestion is just fine, but he's resistant to 
>No Range Penalty for some reason, even though it's a common technique with 
>published characters. I think he just needs to relax on his realism 
>requirement a little.... 
> 
 
He could buy Ranged Attack Levels - through a focus if you allow it. 
 
 
>* He thinks it is perfectly fine for his character to pay the END when his 
>gun fires a shot (the EB).  I told him this doesn't make sense, and he said 
>it's because his character is receiving the recoil and lugging a heavy gun 
>and stuff.  I told him I still don't buy it--the only way he could pay the 
>gun's END would be if there was some mystic link (it feeds off his essence) 
>or he has cables running from under his flesh to the gun.  I told him to 
>buy either an END Battery for the gun, or use Charges.  Am I right about 
>this one? 
> 
 
I'm with you on this one. While the player's SFX would be legal within the 
rules, it doesn't make a lot of sense,  since most other characters with 
guns don't pay END that way. 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 14:30:40 -0800 (PST) 
From: Anthony Jackson <ajackson@molly.iii.com> 
Subject: Re: Help me with a few concepts 
 
Stainless Steel Rat writes: 
> -----BEGIN PGP SIGNED MESSAGE----- 
> Hash: SHA1 
>  
> * David Stallard <DBStallard@compuserve.com> Wed, 24 Feb 1999 
> | * He wants a hand-held Tazer.  I thought this would be an NND EB, but 
> | what's the defense? 
>  
> Nah... a hand-held tazer is IMO better defined as a small Killing Attack 
> with a hefty Stun Multiplier increase, say 1D6 RKA base plus whatever you 
> he can afford for Stun Multiple increase. 
 
Actually, a hand-held tazer is reasonably defined as 'energy blast, stun only'; 
for a realistic one probably not more than 5-6 dice. There's nothing special 
about a tazer which makes it able to penetrate armor, it just does enough 
damage that most mundane armor isn't all that effective against it. 
 
> | He said he'd like to be able to spend XP later to buy a better scope, 
> | just like you'd do in real life.  I can't remember...is there an 
> | advantage which increases the range increments? 
>  
> Telescopic does not have range increments (I think)... but Range Modifier 
> skill levels most certainly do. 
 
Telescopic has range increments.  Each level negates 2 range levels for 
purposes of that sense, and is equivalent to a x2 telescopic effect. 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 14:25:56 -0800 (PST) 
From: Anthony Jackson <ajackson@molly.iii.com> 
Subject: Re: Help me with a few concepts 
 
Stainless Steel Rat writes: 
> -----BEGIN PGP SIGNED MESSAGE----- 
> Hash: SHA1 
>  
> * David Stallard <DBStallard@compuserve.com> Wed, 24 Feb 1999 
> | * He wants a hand-held Tazer.  I thought this would be an NND EB, but 
> | what's the defense? 
>  
> Nah... a hand-held tazer is IMO better defined as a small Killing Attack 
> with a hefty Stun Multiplier increase, say 1D6 RKA base plus whatever you 
> he can afford for Stun Multiple increase. 
 
Nah...your average tazer is pretty well implemented by 'energy blast, stun 
only' (for a real one, probably about 5d6).  There's nothing special about a 
tazer that will cause regular energy defense to be ineffective against it, 
though its enough dice that most mundane defenses won't be all that effective. 
>  
> | * He wants to do a Running Drain and define it as shooting someone in the 
> | leg. 
>  
> Yeah, I can see this... makes sense if you are not otherwise using some 
> kind of disabling rules or what have you. 
>  
> | Similarly, he wants an RKA defined as shooting someone in the head. 
>  
> If you are not using the Hit Location table, then this actually is a 
> reasonable special effect for an RKA, I think. 
>  
> | * He wants to buy Telescopic Sense and link it to EB (his gun).  Linking 
> | these two doesn't make any sense to me. 
>  
> Yeah... that means he can only use the sense when he is shooting someone, 
> which is probably not what he really wants. 
>  
> Telescopic does not have range increments (I think)... but Range Modifier 
> skill levels most certainly do. 
 
Telescopic has range increments.  Each level negates 2 range levels for vision 
purposes (it has no effect on attacks in any case). 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 16:49:58 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Help me with a few concepts 
 
At 03:07 PM 2/24/99 -0500, David Stallard wrote: 
>* He wants a hand-held Tazer.  I thought this would be an NND EB, but 
>what's the defense?  Rubber clothing might work, but is that common enough 
>to qualify for the "common set of circumstances" that NND requires?  I 
>don't think so....  How would you implement a Tazer?  Not the ones that 
>shoot a cable out, but the ones that just have an electric current at the 
>end of the hand-held unit--No Range, in other words. 
 
Technically, I think these are called "stunguns", not "tasers", though one 
would think the taser is more of a "gun". I'd call a "stungun" more of a 
"microprod". :] 
 
Anyhoo, insulated clothing works, I believe; so does (unfortunately) being 
severely intoxicated, apparently. Depending on the device, Growth and/or 
Density Increase (stunguns are rated by body weight of target). 
 
>* He wants to do a Running Drain and define it as shooting someone in the 
>leg. Similarly, he wants an RKA defined as shooting someone in the head.  
>I really don't like this idea, especially since we don't use the Hit 
>Location table (and I don't want to start). I just don't like using hit 
>location as a special effect. His weapon fires energy (as opposed to 
>bullets), so I told him he could just define the drain as a different type 
>of energy that he can fire by pushing a button on the gun or whatever.  He 
>really likes the idea of shooting someone in the leg to make them slow 
>down, though.  How would you handle this? 
 
Catch-22. I'd handle this by using the Hit Location (and Disabling) rules. 
:] But assuming I've had psychic surgery so that I, too, don't want to start 
using those rules, I don't see what's the *matter* with hit location as a 
special effect for the Drain. Though I think I'd link the Drain to a 
standard attack (prolly of less damage), too. 
 
>* He wants to buy Telescopic Sense and link it to EB (his gun).  Linking 
>these two doesn't make any sense to me.  I told him a better idea would be 
>to buy Telescopic Sense as a separate power (with the same OAF as his EB), 
>and then he could add No Range Penalty to his EB.  He doesn't think No 
>Range Penalty is realistic enough, though.  He said he'd like to be able to 
>spend XP later to buy a better scope, just like you'd do in real life.   I 
>can't remember...is there an advantage which increases the range 
>increments?  I think that would handle the situation.  If not, how would 
>you handle this?  I think my suggestion is just fine, but he's resistant to 
>No Range Penalty for some reason, even though it's a common technique with 
>published characters. I think he just needs to relax on his realism 
>requirement a little.... 
 
Buy Range Skill Levels through the same focus as the EB (and if the EB isn't 
focussed, neither should the levels be). 
 
>* He thinks it is perfectly fine for his character to pay the END when his 
>gun fires a shot (the EB).  I told him this doesn't make sense, and he said 
>it's because his character is receiving the recoil and lugging a heavy gun 
>and stuff.  I told him I still don't buy it--the only way he could pay the 
>gun's END would be if there was some mystic link (it feeds off his essence) 
>or he has cables running from under his flesh to the gun.  I told him to 
>buy either an END Battery for the gun, or use Charges.  Am I right about 
>this one? 
 
Ah. Yes, in this case, I'd want him to use charges, an END battery, or a 
reasonable special effect. 
 
- -- 
 
------------------------------ 
 
Date: 24 Feb 1999 18:40:23 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Help me with a few concepts 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
* Anthony Jackson <ajackson@molly.iii.com> Wed, 24 Feb 1999 
| Nah...your average tazer is pretty well implemented by 'energy blast, stun 
| only' (for a real one, probably about 5d6). 
 
Tazers are not stun-only.  They can do some pretty significant burn damage, 
and repeated jolts can be lethal. 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.2 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE21I3ngl+vIlSVSNkRAtYYAKC/8qWsuiV9LrLHrRDCLlWvpzv5CACeIuwr 
fZhPt0hQnSnEAkM5GH1G4E0= 
=xsPT 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
Minion of Nathan - Nathan says Hi! \ of skin. 
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 16:54:02 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Skill Web (was Re: Aberrant) 
 
Return-Path: <exucurt@exu.ericsson.se> 
Received: from mr3.exu.ericsson.se ([138.85.11.55]) 
	by gwa.ericsson.com (8.8.8/8.8.8) with ESMTP id QAA17148 
	for <champ-l@sysabend.orgt&> Wed, 24 Feb 1999 16:52:49 -0600 (CST) 
 
 
> From owner-champ-l@sysabend.org Wed Feb 24 16:45 CST 1999 
> From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
>  
> This leads to some interesting dynamics.  Say a character has to move 
> something heavy, a Strength task.  The T# is set at 6.  Say the character 
> has a Strength of 2; if either of his 2 dice roll 6 he succeeds, a 33% 
> chance of success.  Say he also has Unarmed Combat 8 (extreme, unlikely, 
> but not impossible).  The skill web allows him to use Unarmed Combat, at a 
> +4 difficulty.  With 8 dice against a T# 10, he has a 67% chance of 
> succeeding (ie, at least one die rolls 6 the first time and then 4-6 the 
> second -- in Shadowrun, if a die rolls up 6, you re-roll it and add to the 
> previous total). 
 
Can you default in both directions ? i.e.  Unarmed Combat defaults to Strength, 
but Strength defaults to Unarmed Combat ? 
 
 
We have a joke about everything defaulting to Military Theory.   
"I don't have Negotiation, but I'll default off of Military Theory". 
 
I think the complementary skill rolls in Hero take the place of the skill web 
in Shadowrun.  The only use for a Hero 'skill web' I see would be to clarify 
what skills are complementary to each other.  
 
Curt Hicks 
 
------------------------------ 
 
Date: 24 Feb 1999 18:38:08 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Skill Web (was Re: Aberrant) 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
* Draco Paladin <paladin@uvic.ca> Wed, 24 Feb 1999 
| (I think the two skills were throw, and throw knife, which anyone who has 
| done any knife throwing knows are not the same thing.) 
 
Aerodynamic is a concentration of Thrown Weapons, at least in 2nd edition. 
 
There are no skills on the 2nd edition skill web without at least one dot 
between them.  You might be remembering the 1st edition, 1st printing 
version, which had a number of problems. 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.2 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE21I1ggl+vIlSVSNkRAsyTAKDK980OZgPqRSAOF4NzFza/ScLErwCffKwt 
Z2+lUZklF2CBMJ6HS6d7VpA= 
=ZtqV 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ Warning: pregnant women, the elderly, and 
Minion of Nathan - Nathan says Hi! \ children under 10 should avoid prolonged 
PGP Key: at a key server near you!  \ exposure to Happy Fun Ball. 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 16:04:47 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Help me with a few concepts 
 
>Tazers are not stun-only.  They can do some pretty significant burn damage, 
 
 
Please please PLEASE do not start the Tazer debate again. It comes down, not 
to realism, but what is desired in the game. What does the requestor, 
ultimately, want the Tazer to do? It sounds like he wants something that 
knocks you out with no significant injury. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 14:38:26 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Help me with a few concepts 
 
>I have a player who is building a commando-type character.  Basically, he's 
>a gun-toter similar to the Punisher or one of the operatives in the Rainbow 
>Six computer game.  He has a few ideas that either I don't like or am not 
>sure how to implement, so I thought I'd hit this list for 2nd opinions: 
> 
>* He wants a hand-held Tazer.  I thought this would be an NND EB, but 
>what's the defense?  Rubber clothing might work, but is that common enough 
>to qualify for the "common set of circumstances" that NND requires?  I 
>don't think so....  How would you implement a Tazer?  Not the ones that 
>shoot a cable out, but the ones that just have an electric current at the 
>end of the hand-held unit--No Range, in other words. 
> 
 
Well, the simplest way is just to treat it as a touch range EB.  If you want 
to take the NND route, make the defense electrical powers or 6+ points of 
Hardened ED. 
 
>* He wants to do a Running Drain and define it as shooting someone in the 
>leg.  Similarly, he wants an RKA defined as shooting someone in the head.  
>I really don't like this idea, especially since we don't use the Hit 
>Location table (and I don't want to start).  I just don't like using hit 
>location as a special effect.  His weapon fires energy (as opposed to 
>bullets), so I told him he could just define the drain as a different type 
>of energy that he can fire by pushing a button on the gun or whatever.  He 
>really likes the idea of shooting someone in the leg to make them slow 
>down, though.  How would you handle this? 
 
Why not let him?  Special Effects are Special Effects.  As long as it 
doesn't have any significant game effects, what's the difference? 
 
> 
>* He wants to buy Telescopic Sense and link it to EB (his gun).  Linking 
>these two doesn't make any sense to me.  I told him a better idea would be 
>to buy Telescopic Sense as a separate power (with the same OAF as his EB), 
>and then he could add No Range Penalty to his EB.  He doesn't think No 
>Range Penalty is realistic enough, though.  He said he'd like to be able to 
>spend XP later to buy a better scope, just like you'd do in real life.   I 
>can't remember...is there an advantage which increases the range 
>increments?  I think that would handle the situation.  If not, how would 
>you handle this?  I think my suggestion is just fine, but he's resistant to 
>No Range Penalty for some reason, even though it's a common technique with 
>published characters. I think he just needs to relax on his realism 
>requirement a little.... 
 
That's his choice to some degree.  Buy Range Levels on the Gun instead. 
 
> 
>* He thinks it is perfectly fine for his character to pay the END when his 
>gun fires a shot (the EB).  I told him this doesn't make sense, and he said 
>it's because his character is receiving the recoil and lugging a heavy gun 
>and stuff.  I told him I still don't buy it--the only way he could pay the 
>gun's END would be if there was some mystic link (it feeds off his essence) 
>or he has cables running from under his flesh to the gun.  I told him to 
>buy either an END Battery for the gun, or use Charges.  Am I right about 
>this one? 
 
"Right" is a loaded term.  I wouldn't have a problem with his rationale, 
personally. 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 15:45:22 -0800 (PST) 
From: Anthony Jackson <ajackson@molly.iii.com> 
Subject: Re: Help me with a few concepts 
 
Stainless Steel Rat writes: 
> -----BEGIN PGP SIGNED MESSAGE----- 
> Hash: SHA1 
>  
> * Anthony Jackson <ajackson@molly.iii.com> Wed, 24 Feb 1999 
> | Nah...your average tazer is pretty well implemented by 'energy blast, 
> stun | only' (for a real one, probably about 5d6). 
>  
> Tazers are not stun-only.  They can do some pretty significant burn damage, 
> and repeated jolts can be lethal. 
 
Ok, call it half-normal body or something. 
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 16:03:50 -0800 (PST) 
From: Anthony Jackson <ajackson@molly.iii.com> 
Subject: Re: Skill Web (was Re: Aberrant) 
 
Curt Hicks writes: 
 
> I think the complementary skill rolls in Hero take the place of the skill 
> web in Shadowrun.  The only use for a Hero 'skill web' I see would be to 
> clarify what skills are complementary to each other.  
 
Well, that and group skill levels, since any group skill level is supposed to 
be with a related set of skills. 
 
------------------------------ 
 
Date: 24 Feb 1999 19:10:57 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Help me with a few concepts 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
* Anthony Jackson <ajackson@molly.iii.com> Wed, 24 Feb 1999 
| Ok, call it half-normal body or something. 
 
Hero has no such animal.  Damage is either 'normal' or 'killing'.  So 
rather than going with a needlessly complex linked power structure (see 
another post), I suggest using a small RKA with a big Stun Multiplier. 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.2 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE21JURgl+vIlSVSNkRArmsAJ4jIp409YIpYIf0LMjfrZgbXoZLZQCguvVW 
AY3YAo37OMsqkrViDydlt1c= 
=77V/ 
- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
Minion of Nathan - Nathan says Hi! \ accelerate to dangerous speeds. 
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: Wed, 24 Feb 1999 16:27:22 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Help me with a few concepts 
 
At 06:40 PM 2/24/99 -0500, Stainless Steel Rat wrote: 
> 
>* Anthony Jackson <ajackson@molly.iii.com> Wed, 24 Feb 1999 
>| Nah...your average tazer is pretty well implemented by 'energy blast, stun 
>| only' (for a real one, probably about 5d6). 
> 
>Tazers are not stun-only.  They can do some pretty significant burn damage, 
>and repeated jolts can be lethal. 
 
   This is why I recommend a straight EB (No Range).  It does BODY damage 
and *can* be lethal, but its *primary* effect is to stun or render 
unconscious. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: 24 Feb 99 16:42:37 MST 
From: ANTHONY VARGAS <anthony.vargas@usa.net> 
Subject: Re: Aberrant 
 
 "James Jandebeur" <james@javaman.to> wrote: 
> A. This one is way too radical, so isn't what you asked about: Eliminate 
> skills altogether. Only have levels, 2,3,5,8, and 10 points, and have all 
> skills start at some very basic level. Create a skill web like in Shadowrun. 
> Two point levels apply to one skill, 3 to a skill and those adjacent, 5 to a 
> skill and two adjacent, and so on. Each step outside of that gives a -2 to 
> the role (or whatever). That about gives you the same feel as Shadowrun 
> while using Hero mechanics, or close to them. 
 
I don't know if that would work very well in Hero, but it would be  
a great addition to Fuzion.  Fuzion skills are already just bonuses 
to attribute rolls for specific tasks, it's a small, but very valuable 
step to let you buy broader bonuses.  Cool. 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com/?N=1 
 
------------------------------ 
 
End of champ-l-digest V1 #215 
***************************** 


Web Page created by Text2Web v1.3.6 by Dev Virdi
http://www.virdi.demon.co.uk/
Date: Tuesday, May 25, 1999 10:35 AM