Shadowrun combat: Dying is easy!

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Joose
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Shadowrun combat: Dying is easy!

Post by Joose »

As there is a fair chance that the next few runs could have some Proper Fighting in, I thought it would be a good time to point out something that lots of people don't realise in SR until its too late.

Killing people is rather easy in Shadowrun. The difficult part is not getting killed back.

For some of you, I'm probably teaching you to suck eggs a bit here, but for those of you whose rpg background is mostly computer games, you are probably still thinking a bit in computer game terms. I know I do from time to time. So there's a fair chance that you are thinking of characters in terms of tanks and dps. In Shadowrun, that's a big mistake. There are no tanks. Here's why.

Armour: it adds dice to your damage resistance tests, sure. But no matter how much armour you have, all its doing is adding dice. If those dice all come up less than 5, you might as well be naked. And that's if you get to use it at all; if a shooter declares a Called Shot, they can choose to ignore armour completely. And don't forget magic. Direct combat spells travel through astral space and hit you square in the Aura, again ignoring armour.

Dodging: Yes, if you are particularly ninja, and maybe have some magic or implants in there to speed you up, you can dodge bullets, matrix style. But remember: you get a -1 to your dodge roll for every attack that's been made against you that combat round (note, round, not phase). Not a problem when some mundane with a pistol takes a pot shot at you, but when a gun adept comes at you dual wielding uzis and trigger locks for all four phases in a combat round, you are going to find those -1's add up fast. More than one combat guy firing at you? Call DocWagon, stat. Don't forget also: you cant dodge an attack you don't know is coming. So be very, very scared of snipers.

Magical Protection: Spells like Armour are awesome, as they protect you from bullets and spells, and some of the magical armour is hellish tough. There's still chinks in it though: like normal armour, it just adds dice. Unlike normal armour, a mage with Counter-spelling can turn it off. Also, walking into a mana ebb can make it fizzle out too. Finally, its none too subtle: the previously mentioned Armour spell glows brightly, making you look like you are wandering around in plate mail made of light. People tend to notice stuff like that.

So what am I saying, that all the above stuff is useless? Hell no. It might not make you immortal, it might not even do anything in some situations, but its better than nothing. Just don't over-rely on it. Like in real life, far better protection from attacks than armour or reflexes is not getting shot at. Sneak attacks, decent cover, that sort of thing should always be plan A. Armour and dodging should just be what you fall back on when things go wrong, on the off chance that they save your ass.


Im going to do more of these little things, just because I enjoy being all preachy :) If some/any of you find it interesting, all the better. If there is anything specific about Shadowrun you would like explained a bit, let me know!
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Post by Dog Pants »

That's useful to know, especially running in parallel with SLA, in which you can be a tank. Realistically what are our healing options for when things do go awry?
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Post by deject »

Well in Joose's runs I can make with the magical healing and Nikolai has his medical drone.

I've noticed that all characters take damage rather fast. I definitely learned my lesson on that run with the research lab with all the ghouls in it.
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Post by The Shutting Downs »

Magical healing in Shadowrun has the downside of possibly taking out your mage from drain.

Most other healing is short fix or stability only.

The only real way is to not get hit anywhere you can't afford to loose
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Post by HereComesPete »

I figured just like joose said, you gotta roll good dice and hope the other guy hasn't got the drop on you for any of it to be worth shit.

But from my 40k days I know that throw enough dice at a problem and generally you'll be right. That's why it's a case of any more armour on Frank and he'd be slowing down, I want as many dice as possible. :)
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Post by Joose »

Dog Pants wrote:Realistically what are our healing options for when things do go awry?
Well, the obvious option is the hospital. If you have a DocWagon contract, they will extract you from bad situations (they have armoured ambulances and SWAT team type things called HTR, High Threat Response), but only if you are not on corporate ground. Of course, if you go to a hospital, you may have to answer all sorts of complicated legal questions, but arrested is better than dead. As long as you are not dead, the amount they can fix you up is basically only limited by how much cash you can throw at them.

If you don't want to leave a papertrail, or are avoiding the Star, then the alternative is the good old traditional Street Doc. These range from traditional medics, to medical mages, and all manner of other weird and wonderful things. Just keep in mind that there is usually a reason they are not regular doctors. It might be as simple as being struck off for doing something naughty, it might be as complicated as they have some strain of HMHVV and so people only go to them if they don't have a choice. Of course, there's also some regular doctors who do Street Doc duty on the sly purely because it pays well. Remember, if you want illegal implants, street docs are your only option unless you actually shit money.

Decent Street Docs are worth their weight in gold, hold on to them and try to ignore any weird foibles they might have. Do watch out though, stories of Street Docs stealing internal organs or implanting weird things whilst you are under the knife are rife. Always do your homework.

On the run, like Deject says, your options are magic or first aidz. Both are more of a "patch you up so you don't bleed to death" option than anything else, but they can do the job. The thing to watch with magical healing is that you can only do it once per injury. If it only heals one hit box, you cant try again to heal more.

EDIT: Almost forgot the final option, good old Time. In SR, nearly all wounds will heal over time. The way this is explained is that all medical stuffs have advanced to the point where basic stuff you would find at home will do you right for most things. There are advanced rules somewhere for really nasty injuries, which will leave you with negative qualities even after the hit boxes are filled. Its a bit more realistic, but also more time consuming and complex, so I wont be using them for the time being.
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Post by The Shutting Downs »

Note on DocWagon...

Should a corp try and nab you back after the HTR team drag your ass away, The Corp can quite easily get you handed to them by filling out the correct extradition paperwork, as any DocWagon site counts as Corp Terretory, and even another corp won't mess with that.

So you have between hours (if you are a basic subscriber) to a day (platinum contract) to get as fixed up as you can and hightail it out of there, as DW have been known to 'loose' a patients ward location if enough money changes hands.

Yes, LoneStar count as a corp, even if you did break the law, its still extraterritoriality for them. Terretory laws are one of the biggest helps and hindrances out there.

Oh, and if you call DW to a firefight, expect the bill for ammo expendature, crew danger pay, wagon armour replacement and custom respray jab to repair the damage. Its always a giggle when 4 or 5 runners activate thier bracelets at the same time.
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Post by Joose »

:above: All of that. In fact, I might do a little bit on extraterritoriality too, as its one of those things that's quite a simple idea but has a lot of complicated ramifications.
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Post by Dog Pants »

The Shutting Downs wrote:Oh, and if you call DW to a firefight, expect the bill for ammo expendature, crew danger pay, wagon armour replacement and custom respray jab to repair the damage. Its always a giggle when 4 or 5 runners activate thier bracelets at the same time.
Now that sounds like SLA. LAD account anyone?
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Post by Joose »

The Shutting Downs wrote:Its always a giggle when 4 or 5 runners activate thier bracelets at the same time.
In fact, that reminds me of a story I read on dumpshock once.

Both the players and the NPC's had docwagon contracts, and people were getting banged up pretty bad. Two HTR teams turn up, and stickyshock *everyone*. They drag the people with contracts off to the hospitals, and leave everyone else asleep on the streets :lol:
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