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Stun Setting
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ccatkins
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PostPosted: Tue Aug 24, 2010 7:31 am    Post subject: Reply with quote

Not related to D6 but in the origianl D20 stun range was capped at 10m. And since I went back to D6, after the horror of Saga, I have kept this in place because none of the players know any different. Wink
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atgxtg
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PostPosted: Tue Aug 24, 2010 3:39 pm    Post subject: Reply with quote

I suppose someone could cap stun range at medium or even short range.I've never felt a need to. Confused

Are some Star Wars groups lacking in the desire to resort to lethal force? Shocked
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Bren
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PostPosted: Tue Aug 24, 2010 3:46 pm    Post subject: Reply with quote

My groups are more that reverse. We don't like the stun much. It seems a bit of a crock way to down opponents on the one hand. One the other you end up with prisoners crowding your ship that you can't spare anyone to guard and then you have to feed them...and the player Jedi's object to all the solutions to those problems. Laughing

Seriously part of the objection with stun is the fuss of dealing with captured imperials. Similar to having a Jedi use called LS attacks to avoid killing opponents just leads to a bunch of armless foes which somehow seems asthetically displeasing (to me). Wink
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ZzaphodD
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PostPosted: Tue Aug 24, 2010 4:03 pm    Post subject: Reply with quote

I removed the stun setting alltogether. I cant get my head around how you could modify a laser/plasma discharge to cause neurological overload without causing damage. At least in the same gun wich will shoot the same bolt several hundred meters with deadly force. You want stun, buy a stun weapon..
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Bren
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PostPosted: Tue Aug 24, 2010 4:53 pm    Post subject: Reply with quote

Quote:
You want stun, buy a stun weapon


Makes sense to me. Weapons that can be set to kill or to stun just seems so Star Trek. Razz
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ZzaphodD
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PostPosted: Tue Aug 24, 2010 5:34 pm    Post subject: Reply with quote

Bren wrote:
Quote:
You want stun, buy a stun weapon


Makes sense to me. Weapons that can be set to kill or to stun just seems so Star Trek. Razz


Also, barring the availibility question, why would you run around with a stun weapon otherwise?
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Esoomian
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PostPosted: Tue Aug 24, 2010 6:27 pm    Post subject: Reply with quote

Because an opponant wounded with a normal weapon still gets to fight back and if they're armed with a blaster type weapon then the wound penalties don't cause any reduction in the damage they can dish out, a lucky hit can still kill you.

However someone 'wounded' by a stun weapon is out of the fight.
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garhkal
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PostPosted: Wed Aug 25, 2010 5:29 am    Post subject: Reply with quote

atgxtg wrote:
I suppose someone could cap stun range at medium or even short range.I've never felt a need to. Confused

Are some Star Wars groups lacking in the desire to resort to lethal force? Shocked


No, more that they see it easier to take someone down with stun then kill him while they are out cold...
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ZzaphodD
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PostPosted: Wed Aug 25, 2010 7:12 am    Post subject: Reply with quote

Esoomian wrote:
Because an opponant wounded with a normal weapon still gets to fight back and if they're armed with a blaster type weapon then the wound penalties don't cause any reduction in the damage they can dish out, a lucky hit can still kill you.

However someone 'wounded' by a stun weapon is out of the fight.


If this is an answer to my post it really doesnt make sense..
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cheshire
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PostPosted: Wed Aug 25, 2010 7:30 am    Post subject: Reply with quote

The question was, if I'm not mistaken, "Why run around with a stun weapon?" His answer essentially is, "Because it makes people easier to take down, thus more easily neutralizing the threat in a firefight."
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ZzaphodD
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PostPosted: Wed Aug 25, 2010 8:11 am    Post subject: Reply with quote

cheshire wrote:
The question was, if I'm not mistaken, "Why run around with a stun weapon?" His answer essentially is, "Because it makes people easier to take down, thus more easily neutralizing the threat in a firefight."


No, the queston was, why run around with a stun weapon if 'all' blasters has a stun setting.
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mdlake
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PostPosted: Wed Aug 25, 2010 9:31 am    Post subject: Reply with quote

Esoomian wrote:
Because an opponant wounded with a normal weapon still gets to fight back <snip>

However someone 'wounded' by a stun weapon is out of the fight.


Shocked

Bleagh! Revelations like this are why I'm here. My next campaign will be my first d6 game, and it's good to know about issues like this, the bulletproof wookiee, and high-level Jedi ahead of time.
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Esoomian
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PostPosted: Wed Aug 25, 2010 1:07 pm    Post subject: Reply with quote

ZzaphodD wrote:
No, the queston was, why run around with a stun weapon if 'all' blasters has a stun setting.


Ah that's a different question to the one I thought you were asking. Perhaps the character is opposed to killing, hippocratic oath or something and they want to ensure they cannot kill someone by accidentally having their weapon on the wrong setting.
mdlake wrote:
Esoomian wrote:
Because an opponant wounded with a normal weapon still gets to fight back <snip>

However someone 'wounded' by a stun weapon is out of the fight.


Shocked

Bleagh! Revelations like this are why I'm here. My next campaign will be my first d6 game, and it's good to know about issues like this, the bulletproof wookiee, and high-level Jedi ahead of time.


Yeah this one shocked me too when I thought about the implications.
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Bren
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PostPosted: Wed Aug 25, 2010 2:38 pm    Post subject: Reply with quote

Yep. The reasons our group does not like stun is

A. The easier take down of opponents feels like a crock.
B. If I am wounded I can still act. If I am stunned I am out of action. Players don't like being helpless.
C. If you always stun the enemy you end up with prisoners that you have to manage, unless you are ruthless in which case see 1 and 2 above.

Thus we tend to ignore stun. If that doesn't work I would be inclined to do the following:
1, Make stun less effective e.g. by lowering the effect of the damage (i.e. with stun weapons a "stun" result is no effect, a wound result = stun, a wounded twice or more = unconcious).
2. Modify the damage for regular weapons set on stun by -1D.
3. Lower the range; treat ranges as one level higher, e.g. point blank = short range, short range = moderate; moderate = long range; long range = no effect.
4. Increase the difficulty to hit by one level.
5. Combine one or more of the above.

A, B, and C above supports the need (to me) to modify the game stats. The rare use of stun in movies, clone wars cartoons, books, etc. to me supports the need to reduce the effectiveness of stun from a consistency POV.
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ZzaphodD
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PostPosted: Wed Aug 25, 2010 3:56 pm    Post subject: Reply with quote

IIRC in one of our earlier campaigns some armours had some kind of energy compensators negating stun blasts.

In real life non-lethal weapons are actually harder to make effective for the same price as lethal weapons if even possible.

I think Ill just lower the range to a fraction of the original range. Perhaps a weapon on stun setting should have its own range instead of it being a percentage of the 'lethal' range.
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