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Stunningly Powerful
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dph
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PostPosted: Sun Nov 15, 2015 10:15 pm    Post subject: Stunningly Powerful Reply with quote

I've always found the stun setting too powerful.

Whilst my players don't abuse it (with the ole stun now kill later trick) it's relatively easy to get a 'wound' and knock out an NPC for an hour.

I was considering something more like standard damage with standard (accumulative) 'stuns' for a stun result and wounded twice or incapacitated required to actually cause the knockout.

How do you all handle the Stun Setting?
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garhkal
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PostPosted: Sun Nov 15, 2015 11:47 pm    Post subject: Reply with quote

One of the common options i see is having it limited to short range.. So a blaster pistol is only good out to say 20 meters or so.
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Naaman
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PostPosted: Mon Nov 16, 2015 7:52 am    Post subject: Reply with quote

I've been toying around with the notion that a weapon set to "stun" only knocks out on a result of "killed." All other results are treated as the "stunned" condition.
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shootingwomprats
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PostPosted: Mon Nov 16, 2015 1:14 pm    Post subject: Reply with quote

Naaman wrote:
I've been toying around with the notion that a weapon set to "stun" only knocks out on a result of "killed." All other results are treated as the "stunned" condition.


Welp you could just go with this little chart:

0-3 Stun (-1D this round and next)
4-8 Stun 2 (-1D this round and next)
9+ Knocked Unconscious 2D minutes

Stun 2 counts as two levels of stun when calculating cumulative stun.
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Last edited by shootingwomprats on Mon Nov 16, 2015 3:23 pm; edited 1 time in total
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Naaman
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PostPosted: Mon Nov 16, 2015 2:40 pm    Post subject: Reply with quote

Yeah, that's a good take on it, too.

Reasoning for my idea is simply that the stun setting should (IMO) only be used when the prsevation of the target's life is the top priority... and should therefore be inherently more risky of an option.

This also defeats the "stun--->kill while helpless" tactic.
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garhkal
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PostPosted: Tue Nov 17, 2015 12:44 am    Post subject: Reply with quote

That could work.
Another option is possibly to start having enemies who say use drugs (like those Ulan Dhor gathered into his Medical sourcebook) to boost themselves up to resist stun!
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Merrick
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PostPosted: Tue Nov 17, 2015 10:01 pm    Post subject: Reply with quote

The short range solution is backed up by the d20 Star Wars rules:

Stun attacks using a ranged weapon are limited to a range of 4 meters; you cant stun a target that is beyone that range.
Ouch! This would agree with the only scene in the original Star Wars movies featuring a stun setting where the storm trooper stunned Leia.

Other handy Ideas from D20 (I generally dislike the system but this was good material)

A weapon can only be set to stun in single shot mode. (Fire Rate:1)

Only weapons set on lethal can score critical hits. (Ignore additional roles of the 6 on a wild die for damage)

Implement any combination of the above to neuter stun abuse.
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garhkal
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PostPosted: Wed Nov 18, 2015 12:33 am    Post subject: Reply with quote

I like that 'stun only on single shot' rule, but am not sure on the crit only for lethal weapons part.
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Barrataria
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PostPosted: Fri Nov 20, 2015 1:15 am    Post subject: Reply with quote

I've always thought about this and never needed to actually come up with anything. I thought of maybe ruling that the stun takes up an amazing amount of energy so battery packs are drained after 3 stuns or some such.
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shootingwomprats
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PostPosted: Fri Nov 20, 2015 3:28 am    Post subject: Reply with quote

Quote:
Stun (optional): a weapon set for stun has a RoF 1. Roll weapon damage normally vs the characters Strength to resist. Refer to the chart below.

0-3 Stun (-1D this round and next)
4-8 Stun 2 (-1D this round and next)
9+ Knocked Unconscious 2D minutes

Stun 2 counts as two levels of stun when calculating cumulative stun.


This chart has the benefit it already follows the damage progression, takes into account stun threshold (which most people forget to apply), and knocked unconscious would be equivalent to incapacitated on the normal damage chart.

So instead of a character being knocked unconscious for 10D minutes and when they wake up are essentially useless until someone slaps a medpac on them, they will wake up after 2D minutes with a slight headache.

I think this is simple, fits the spirit of RAW and does not change the game overly much. I am all about fixing an oversite, but not at the expense of slowing the game down.
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garhkal
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PostPosted: Sat Nov 21, 2015 2:36 am    Post subject: Reply with quote

Barrataria wrote:
I've always thought about this and never needed to actually come up with anything. I thought of maybe ruling that the stun takes up an amazing amount of energy so battery packs are drained after 3 stuns or some such.


Way back when (just after 2e base came out), i do remember one GM house ruling Stun shots to take up 3 'charges' per shot... Versus 1 for lethal.
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Dredwulf60
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PostPosted: Sat Jan 09, 2016 1:51 pm    Post subject: Reply with quote

In my game:

-Stun mode is single-shot only.
-You have to achieve Incapacitated on the damage chart to knock out, but the other penalties from the chart are applied; 'numbness'.

-You can use full Strength score to resist Stun shots.
(Which is a big deal in my game, because I allow human-sized characters to only roll 2D versus lethal blaster fire..to which they can add armor bonus; I like blaster combat to be really dangerous thus prompting characters to always seek cover in a blaster fight...but I have house-rules cover system as well.)

As a result, Stun setting is only used by my players when they want to take someone alive; ie Bounty Hunting, or when they get into a situation of questionable legality and they don't want to deal with a potential murder charge; ie they work private security at a Cantina near the space port and it's not clear-cut self defense.
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