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Stun Setting
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Whill
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PostPosted: Wed Aug 25, 2010 5:17 pm    Post subject: Reply with quote

In Star Wars combat, it is usually more important to take someone out of the battle than wound or kill them. Any unconscious result means they stop shooting at you. Someone can keep going with two wounds but one wounded result on stun setting takes them down. I always thought that seemed off because we don't see everyone shooting at each other with the stun setting on in the films.

So I adjusted it so that a "wounded" result from a weapon in the stun setting results in a stun (identical to a "stunned" result), and any result of "incapacited" or higher results in unconsciousness. This makes the lethel setting slightly more tactical for wounded results because they last longer (cannot be recovered from for the rest of the battle) and they can add up to incapacitated faster than cumulative stuns can knock stronger characters or creatures out. But for characters that specifically do not want to kill, the stun setting does not significantly disadvantage you in combat because incapacitated results or higher take the target out of the battle just as easily in both settings.

I've never considered lowering range for the stun setting, but probably wouldn't just to keep things simple. Maybe a flat-out max stun setting range for all blaster weapons, but maybe not even that.
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garhkal
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PostPosted: Thu Aug 26, 2010 5:51 am    Post subject: Reply with quote

ZzaphodD wrote:
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.


I don't allow thunderers (or any other pistol or rifle like blaster set to 6d or more damage) to be configured to stun, nor any repeaters...
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Bren
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PostPosted: Thu Aug 26, 2010 7:25 am    Post subject: Reply with quote

"I don't allow thunderers (or any other pistol or rifle like blaster set to 6d or more damage) to be configured to stun, nor any repeaters..."

We had a player running a bounty hunter who looked like Clint Eastwood in the Dirty Harry days, your comment made me think of the following:

"But being as this is a DL-44 the most powerful handblaster in the world, and would stun you really, really hard, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?"

Just doesn't have the same sudden impact when you say stun. Laughing


Last edited by Bren on Thu Aug 26, 2010 7:34 am; edited 1 time in total
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Bren
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PostPosted: Thu Aug 26, 2010 7:33 am    Post subject: Reply with quote

Whill, your modification would certainly work for me, 8) though I would still be inclinded to lower the range just cause I can't see that stun ringy thingy traveling as far as a blaster bolt.

There must be a tactical reason not to choose stun, else we would see it more in the movies and what not. Whill's mod does this. It gets my vote.

I can also see gharkal's point that a souped up, extra damage weapon may lose the ability to stun.
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ZzaphodD
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PostPosted: Thu Aug 26, 2010 8:15 am    Post subject: Reply with quote

garhkal wrote:
ZzaphodD wrote:
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.


I don't allow thunderers (or any other pistol or rifle like blaster set to 6d or more damage) to be configured to stun, nor any repeaters...


I removed the stun setting for (all) heavy blasters years ago, also to make the normal blaster pistols more attractive.
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Whill
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PostPosted: Thu Aug 26, 2010 12:58 pm    Post subject: Reply with quote

ZzaphodD wrote:
...why run around with a stun weapon if 'all' blasters has a stun setting.

Right, that might make sense if the stun weapon's stun damage or range was better than what was available for blasters that have lethel and stun settings...

ZzaphodD wrote:
garhkal wrote:

I don't allow thunderers (or any other pistol or rifle like blaster set to 6d or more damage) to be configured to stun, nor any repeaters...

I removed the stun setting for (all) heavy blasters years ago, also to make the normal blaster pistols more attractive.

That makes sense. As discussed in another thread, you sacrifice range for the higher damage of a heavy blaster. Another sacrifice could be no stun setting. Since heavy blasters are almost universally illegal, I've always viewed them as a common modification of a blaster pistol as opposed to a a fully seperate weapon design. You tweak a normal blaster to have higher damage, but lose range and perhaps stun in the process. This could be an easier and cheaper modification than the standard modification of a blaster to give you better damage without the loss of anything according to the standard modificaiton rules.
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Whill
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PostPosted: Thu Aug 26, 2010 1:51 pm    Post subject: Reply with quote

Bren wrote:
Whill, your modification would certainly work for me, 8) though I would still be inclinded to lower the range just cause I can't see that stun ringy thingy traveling as far as a blaster bolt.

There must be a tactical reason not to choose stun, else we would see it more in the movies and what not. Whill's mod does this. It gets my vote.


I was also toying with implimenting a new rule that would also give lethal damage another slight tactical advantage over stun damage. It seems unrealistic that most character would even be able to "soak" a blaster bolt. A stun ring? Sure. But in the films you don't even see armored characters soak blaster bolts let alone unarmored characters. I was thinking of making a minimum damage result of stunned for all successful attacks with a blaster set on lethal. For stunned results of lethal setting blaster attacks, I already rationalize that those are really very near misses that go wizzing by someone head, enough to ring your ears, provide a flash of pain from the heat of the bolt wizzing by, or otherwise provide the distraction to justify the minor temporary penalty that you get from a damage result of stunned.

Another alternative is to leave the mechanics as is and just describe all soak outcomes of successful blaster bolt hits to really be flat-out misses. Now this might not seem fair to players that roll an extremely high skill roll to hit but then roll a very low damage roll, but it is more realistic and really no worse of an end result then the target soaking the blast. You could use the result points mechanic of adding damage dice based on how much over the difficulty you rolled to hit. That would minimize occurances of your target soaking the blaster bolt damage (thus avoiding it) when you really bullseye something. This mechanic would result in blaster combat to be a little more deadly for PCs and GCs alike, but I think blaster fights should be dangerous.

I always tell my players that the goal is to not get hit in the first place and thus encourage all PCs to pump up their Dodge skill. I generally frown upon armor and super-stong characters in my games, so it is more cinematically realistic to be able to dodge blaster botls than to soak then. But perhaps this is a discussion better left for another thread?
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Bren
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PostPosted: Thu Aug 26, 2010 2:54 pm    Post subject: Reply with quote

I use extra damage for rolls well above the to hit number, but I am occassionally tempted to switch to allowing characters to take a swap two dice from their chance to hit and add 1 die to their damage instead.

But Whill, I agree this probablly should all move to another thread. I think we have talked out the pros, cons, and whatnot of stun 'less someone has something new regarding stun.
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Tusk BloodFlail
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PostPosted: Wed Sep 15, 2010 1:31 pm    Post subject: Reply with quote

We have a very simple way of dealing with this issue. At point blank range the weapon deals full stun damaga. At every range increment after that reduce the damage -1D. So a stun shot at Long range is at -3D to damage.

I know its not official, but it works really well for my group.
Smile
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Gry Sarth
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PostPosted: Wed Sep 15, 2010 2:25 pm    Post subject: Reply with quote

That is a very interesting solution. I will consider adopting it for weapons set for stun (but not for stun only weapons).
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Tusk BloodFlail
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PostPosted: Wed Sep 15, 2010 2:44 pm    Post subject: Reply with quote

I should have made that more clear, we do not apply that to "stun" weapons. Only the stun setting Embarassed
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garhkal
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PostPosted: Thu Sep 16, 2010 6:24 am    Post subject: Reply with quote

Tusk BloodFlail wrote:
We have a very simple way of dealing with this issue. At point blank range the weapon deals full stun damaga. At every range increment after that reduce the damage -1D. So a stun shot at Long range is at -3D to damage.

I know its not official, but it works really well for my group.
Smile


While i like it i would make it std at point black, -1d+2 at short, -3d at medium and no damage at long...
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