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Combat Ratings and Full Auto

 
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justinsg
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PostPosted: Tue Apr 24, 2012 2:12 pm    Post subject: Combat Ratings and Full Auto Reply with quote

Since the Core Rules question forum is disabled, I thought I'd post this here.

If you have a character who always uses Full Auto, or always attacks with two fists, do you figure Combat Rating based off of that increased damage?

For example, a character with an M-16 who ALWAYS uses Full Auto would start with a damage rating of 24 instead of 8.

Or, a character with a d12 strength who always hits with both hands would start with a damage rating of 12 instead of 6.

I'm extrapolating this from the line about "half the maximum damage he does with his typical attack".

I suppose, in the end, it doesn't really matter all that much as long as both players and GMs are following the same method.
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OSIAdept
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PostPosted: Tue Apr 24, 2012 2:31 pm    Post subject: Reply with quote

what are you asking exactly. if you are worriedmthey are pulling of to much damage then throw more enemies and they run out of ammo eventually
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Wibbs
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PostPosted: Tue Apr 24, 2012 2:41 pm    Post subject: Reply with quote

It's not quite as simple as that - don't forget that unless you have the Rock 'n' Roll edge all the shots fired are at -2, making it much less likely that you'll hit. I think that's the idea behind the 'add 1 for each combat edge the character has' bit.

At the end of the day Combat Ratings are only a guide, and two different groups will have significantly different strengths depending on their tactics etc. I would stick with the simple method of just using an average normal attack until you get a feel for the balance for the particular group you're playing with and then go from there.
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TheLoremaster
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PostPosted: Tue Apr 24, 2012 10:11 pm    Post subject: Re: Combat Ratings and Full Auto Reply with quote

justinsg wrote:
For example, a character with an M-16 who ALWAYS uses Full Auto would start with a damage rating of 24 instead of 8.

That makes sense to me. Essentially, instead of counting it as ONE character, count him as THREE. After all, Full Auto is effectively three separate successful ranged attacks. Then figure maximum damage appropriately.

Hope that helps!
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justinsg
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PostPosted: Wed Apr 25, 2012 2:14 pm    Post subject: Reply with quote

One thing I'm thinking about is that a character with d8 Shooting will hit with his M-16 about 81% of the time. When on Full Auto and taking a -2, he now hits 48% of the time, but gets three chances at it bringing the total to 144%

So you're really not TRIPLING damage, you're only increasing it by about 80%.

So tripling the CR does not really represent the increased damage output.
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TheLoremaster
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PostPosted: Wed Apr 25, 2012 3:33 pm    Post subject: Reply with quote

justinsg wrote:
One thing I'm thinking about is that a character with d8 Shooting will hit with his M-16 about 81% of the time. When on Full Auto and taking a -2, he now hits 48% of the time, but gets three chances at it bringing the total to 144%

So you're really not TRIPLING damage, you're only increasing it by about 80%.

So tripling the CR does not really represent the increased damage output.

If you don't count the ability to hit when figuring single attacks, why would you when figuring multiple attacks?

I think the intent in Combat Rations is to describe a "best/worst case scenario", one in which the character hits, doesn't raise, but does roll full damage. It's would be near impossible to include the upper bound, so setting it at max damage is an arbitrary choice used for calculation purposes.

In short: I wouldn't stress over it too much. Smile
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justinsg
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PostPosted: Thu Apr 26, 2012 10:01 am    Post subject: Reply with quote

TheLoremaster wrote:
I think the intent in Combat Rations is to describe a "best/worst case scenario", one in which the character hits, doesn't raise, but does roll full damage. It's would be near impossible to include the upper bound, so setting it at max damage is an arbitrary choice used for calculation purposes.


Thanks for the reply! Do you think then, that any character with a weapon that has an ROF of higher than 3 should factor their CR based on Full Auto?
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Thasmodious
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PostPosted: Thu Apr 26, 2012 10:23 am    Post subject: Reply with quote

I think going with a single successful hit as usual, one round, one melee attack, then giving the character a +1 for his frequent favoring of full auto or two fisted attacks would cover you pretty well (along with any edges he has to enhance those methods - rock n roll, ambidextrous, etc.). I certainly don't think a PC often using full auto is three times as effective as another character.
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Wibbs
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PostPosted: Thu Apr 26, 2012 10:33 am    Post subject: Reply with quote

As I said in an earlier post, I really think you're over-complicating things here. Combat Ratings are not intended to be an exact, accurate representation of the strength of a particular character, only a rough guide.

If you're going to represent things like 3RB and Full-Auto, then you also need to start taking into account characters that Wild Attack all the time, and what about PCs that use a lot of tricks, taunts and intimidation? They wouldn't be doing any 'damage' at all, although their contribution to a particular combat could be essential.
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TheLoremaster
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PostPosted: Thu Apr 26, 2012 1:43 pm    Post subject: Reply with quote

justinsg wrote:
Do you think then, that any character with a weapon that has an ROF of higher than 3 should factor their CR based on Full Auto?

I think you'd be hard pressed to find anything with a RoF greater than 3 ... Smile But yeah, I would.
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justinsg
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PostPosted: Thu Apr 26, 2012 1:59 pm    Post subject: Reply with quote

TheLoremaster wrote:
I think you'd be hard pressed to find anything with a RoF greater than 3 ... Smile But yeah, I would.

Er ... yeah typo Smile I meant "3 or higher" like an M-16
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StormKnight
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PostPosted: Fri Apr 27, 2012 6:55 pm    Post subject: Reply with quote

I think you are over-thinking things. The combat rating doesn't serve any game purpose - it's just a tool for the GM to get a better estimate of what will make for a good fight, so you don't inadvertently slaughter a group of battle hardened space marines in a barroom brawl and then have the unspeakable alien menace from beyond space and time crumple with one stray shot.

If a character has a good weapon that increases their combat performance (like a full-auto weapon), by all means increase the combat rating a bit for your reference. 

If a character has really good synergy in their combat abilities, up their rating a bit.

 If most if the group are cheerful oafs who bumble through combat except the one player who is a keen tactician that gets all the others to use their skills better, by all means up the parties combat rating and then drop it more than usual when the tactician is out for a session. (Or don't drop it and let the group realize how much they need her on the team :p )

It's just a tool. Use it however it helps you the most.
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ValhallaGH
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PostPosted: Sun Apr 29, 2012 8:26 pm    Post subject: Reply with quote

justinsg wrote:
Thanks for the reply! Do you think then, that any character with a weapon that has an ROF of higher than 3 should factor their CR based on Full Auto?

No. The increased value for "Combat Edge: Rock and Roll" covers the increased threat of ROF 3+.

Afterall, a character can make 3 melee attacks a +0 attack, +4 damage by using Berserk, Wild Attack, and Rapid Attack. A single Background Edge, which doesn't count when computing CR, is the only character investment for this.
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