No fighter has ever died in my own games, but the character still run from
machinegun fire, hit the dirt when a grenade is thrown, and try to escape
prisons instead of attacking the guards... it has as much to do with your
players being storytellers as yourself to make a great story and have a good
game
-----Original Message-----
From: Steve Karstensen <skarstensen@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Thursday, December 02, 1999 9:36 AM
Subject: [streetfighter] Re: More house rules
>
>eh, not particularly. I know guns are far less lethal than they should
>be for a reason, but there are certain instances where common sense
>needs to take over, and doing so in such instances is not due to sadism,
>but practicality. How many of you out there use optional rules for
>character death even though there are none in the system? Should
>players ever have anything to fear if they know that technically, they
>cannot die?
>
>-----Original Message-----
>From: J. Scott Pittman [mailto:joespitt@...]
>Sent: Thursday, December 02, 1999 2:19 PM
>To: streetfighter@egroups.com
>Subject: [streetfighter] Re: More house rules
>
>
>I'll say... Steve must really be peeved at gun rules for streetfighter
>=)
>-----Original Message-----
>From: Chris Baker <cbaker@...>
>To: streetfighter@egroups.com <streetfighter@egroups.com>
>Date: Thursday, December 02, 1999 9:10 AM
>Subject: [streetfighter] Re: More house rules
>
>
>>WOOO HOOO! Struck a NERVE! :D
>>
>>-- Chris B.
>>
>>
>>> From: Steve Karstensen <skarstensen@...>
>>> Reply-To: streetfighter@egroups.com
>>> Date: Thu, 2 Dec 1999 11:38:44 -0500
>>> To: streetfighter@egroups.com
>>> Subject: [streetfighter] Re: More house rules
>>>
>>>
>>> Prior to the reading of this message, note that I am slightly cranky
>>> today, so take that into account. That said, let's move on.
>>>
>>I'd hate to see you get really cranky
>>
>>> Ryu defeated the thugs because;
>>>
>>> A) the first one was sitting in the car with no weapon drawn, and did
>>> not expect someone to come out of nowhere and kick him through the
>>> windshield.
>>>
>>> B) the second thug did not know Ryu was behind him and was more
>>> concerned with making a getaway. Ryu punched him as soon as he
>turned
>>> around, remember?
>>
>>Whatever.. Ryu knew the risk that any one of them could have drawn on
>him
>at
>>any time. He had no fear yada yada GO RYU! *Waves a pennant & throws
>>confetti*
>>
>>> Secondly, I don't know if you've noticed, but NO Streetfighter EVER
>has
>>> ANYTHING to fear from a gun-wielding opponent. EVER. UNLESS the
>gunman
>>> is backed up by five or ten others and the fighter cannot close the
>>> distance to them in two rounds. Have you ever had a group of five
>>> low-ranking fighters take out TWENTY soldiers armed with rifles
>without
>>> ever sustaining more than a collective five points of damage? I
>have.
>>> Fighters never fear gun-wielding opponents. In fact, most of the
>time,
>>> they ignore them. I am speaking from over two years of both playing
>and
>>> running this system when I make these claims... and I have a
>fundamental
>>> problem with a system that causes a player to fear a thug wielding a
>>> baseball bat more than they fear one with an Uzi.
>>
>>Thus they are the stuff of legend, these Streetfighters, Gosh! why
>doesn't
>>Bison have to target the NRA to succeed in taking over the world?
>They're
>>obviously more dangerous than the Streetfighters. Of course the whole
>idea
>>is silly inna first place, it's just the way it seems to work. I do
>agree
>>that gun's damage should have more of an edge, Maybe half or no stamina
>soak
>>or something.
>>
>>> But before you go getting all indignant on me, read exactly what I
>wrote
>>> and don't interject anything into it. What I wrote was;
>>
>>You wrote something??? Oh so you did. / Joke
>>
>>> I use the guns rules EXACTLY AS WRITTEN, EXCEPT when an opponent
>>> basically has the weapon in the character's face (same hex or
>adjacent
>>> hex, the equivalent of one to two feet distance) and the character
>>> cannot react in time (the opponent has a higher Speed). In other
>words,
>>> you had better disarm that nut who's got his gun barrel shoved up
>your
>>> nose or he's going to blow your head off. Guns are great at really
>long
>>> range, as they should be, and if a martial artist can get close to a
>>> gunman then the advantage SHOULD go to the artist. BUT, if the
>gunman
>>> has the drop on you, you had better take that gunman by surprise
>before
>>> he pulls the trigger, because at that range he WILL NOT MISS (unless
>the
>>> dice say so.)
>>
>>There is no such thing as will not miss, Just a stronger probability
>that
>he
>>will hit so I would say that the gunman maybe gets a difficulty four
>instead
>>of six to hit or whatever. It can happen in the adrenaline rush of
>>potentially fast or close combat that a gunman at practically point
>blank
>>range can miss. So I just take that into account issall. I'm assuming
>your
>>(unless the dice say so) agrees with my statement.
>>
>>> And as far as automatic hits on a dizzied opponent go, I never said
>the
>>> gunman got a free hit, and certainly not a free kill. He still rolls
>>> for damage as usual and CAN MISS. But if he scores more than a
>grazing
>>> hit, the player is going to need a doctor, or a casket. I don't care
>>> how theatrical you want to make a game, and I've done some pretty
>damn
>>> wild things to keep stuff in-genre, but if I am standing one foot
>away
>>> from you and you ARE UNABLE TO REACT, and I empty a thirty-round
>burst
>>> of gunfire in your direction, YOU ARE GOING TO GET HURT.
>>
>>Talk about interjecting. Did I mention free kills? Hurt probably. In
>real
>>life almost definitely dead, (depending on the gun and too many
>variables
>to
>>process - notice the almost). A guy in Florida was shot at near point
>blank
>>range with a 38 special just last year, all six bullets hit his head
>arced
>>around his skull under the skin and exited out the back (of his head).
>he
>>had a severe concussion. (talk about thick skulls)
>>
>>> one of these days I should run a damn campaign online... *grumble
>>> grumble grouch grouch*
>>
>>*Hands you some spaghetti and coke, eating will take the grumbles out.
>Hands
>>you a megaphone and lets you onna soapbox - your turn *Smilz**
>>
>>> -----Original Message-----
>>> From: Chris Baker [mailto:cbaker@...]
>>> Sent: Thursday, December 02, 1999 12:03 PM
>>> To: streetfighter@egroups.com
>>> Subject: [streetfighter] Re: More house rules
>>>
>>>
>>> The players are heroes, like Batman (who rushes tommy-guns all the
>time)
>>> Wow
>>> how stupid and boring would a batman story be, if he was dizzied and
>>> then
>>> riddled with a tommygun? I think you are missing the spirit of
>>> Streetfighter
>>> in general. In the animated Movie, Ryu had no problem rushing the car
>in
>>> India, even though, the thugs were packin' heat. The gun system was
>made
>>> to
>>> reflect this heroic bent. And in all fairness, NO weapon should ever
>be
>>> awarded a FREE hit! Lower the difficulty but they're is ALWAYS a
>margin
>>> for
>>> error. More fun? to watch someone panic when they're caught in a no
>win
>>> situation? Fun for a sadistic GM maybe, Not much fun for the player
>>> trying
>>> to be heroic.
>>>
>>> -- Chris B.
>>>
>>>
>>>> From: Steve Karstensen <skarstensen@...>
>>>> Reply-To: streetfighter@egroups.com
>>>> Date: Thu, 2 Dec 1999 09:56:37 -0500
>>>> To: streetfighter@egroups.com
>>>> Subject: [streetfighter] Re: More house rules
>>>>
>>>>
>>>> right. but I notice that, because of the normal rules, the players
>>> tend
>>>> to act stupid. They know that guns are weaker so they have no RP
>>> reason
>>>> to fear them. That's why I do what I do. Besides it's more fun to
>>> see
>>>> a look of panic on someone when they've just been dizzied and the
>>>> gangster next to them decides to rip into them full-auto with a
>Tommy
>>>> gun.
>>
>>
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