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The Dresden Files => DFRPG => Topic started by: Mal_Luck on April 22, 2010, 07:27:43 PM

Title: Stats for a taser?
Post by: Mal_Luck on April 22, 2010, 07:27:43 PM
I'm curious what a taser would be stated as?

I suppose since it doesn't do damage it'd be gun that does a maneuver attack?
Title: Re: Stats for a taser?
Post by: iago on April 22, 2010, 07:46:13 PM
Yeah, that's one way to do it, and probably the simplest.

If you wanted to get more crunchy with it, I suppose you could say it has a solid Weapon:X value but armor works double against it and the consequences it inflicts disappear after the scene regardless of severity, or something like that.

Or just treat it like any weapon, but remember what kind of weapon it is when it comes time to describe consequences. Sometimes you can just handle the "differences" solely in the narrative layer of play.
Title: Re: Stats for a taser?
Post by: Mal_Luck on April 22, 2010, 08:01:33 PM
Weapon:X?

What might appropriate temporary aspects be? Stunned? Distracted? Stunned/Distracted?
Title: Re: Stats for a taser?
Post by: iago on April 22, 2010, 08:25:06 PM
Weapon:X?

Yeah, Weapon:2, Weapon:3, these are Weapon:X notations.

Quote
What might appropriate temporary aspects be? Stunned? Distracted? Stunned/Distracted?

Stunned! In Pain! Tazed!
Title: Re: Stats for a taser?
Post by: Ard3 on April 22, 2010, 08:26:20 PM
What ever describes it well and suits situation.
Immobile, Cramping, Spasming etc.

Or, my personal favourite: "Twiching in uncontrollable and possibly amusing way"
Title: Re: Stats for a taser?
Post by: KnightFerrous on April 22, 2010, 08:30:44 PM
Consequence: "Don't taze me bro!"
Title: Re: Stats for a taser?
Post by: Mal_Luck on April 22, 2010, 08:32:53 PM
I've been reading X-Men too much, Weapon:X threw me off. I thought it meant un-statable/no damage/something thereof. Or "oh god, oh god, Wolverine is killing me!"

So would the taser be Weapon:0? It doesn't actually do damage...

I'll write these aspects down  ;D
Title: Re: Stats for a taser?
Post by: KnightFerrous on April 22, 2010, 08:35:03 PM
So would the taser be Weapon:0? It doesn't actually do damage...

it doesn't do damage but it does cause stress which is the important thing. i'd say a weapon:2 armor counts double. with a note saying that after the scene all stress is cleared from it no matter how severe.
Title: Re: Stats for a taser?
Post by: Mal_Luck on April 22, 2010, 11:35:15 PM
 Police issue X26 Taser (http://i33.photobucket.com/albums/d54/fawkes4/800px-Police_issue_X26_TASER-white.jpg) - Weapon:2, armor counts double against. All stress caused by this weapon is cleared after the scene, no matter how severe.

Correct? Something seems off...

EDIT: I feel like it should hinder their ability to move or attack or stay focused during after they get tazed, but I'm not sure hot to describe that...
Title: Re: Stats for a taser?
Post by: iago on April 23, 2010, 01:24:06 AM
Police issue X26 Taser (http://i33.photobucket.com/albums/d54/fawkes4/800px-Police_issue_X26_TASER-white.jpg) - Weapon:2, armor counts double against. All stress caused by this weapon is cleared after the scene, no matter how severe.

Consequences, not stress. Stress clears after the scene anyway.

EDIT: That said I like the idea of "doesn't inflict consequences at all, just inflicts stress" in a way, as running out of stress boxes *does* leave you vulnerable.  So maybe if that's your implementation, if you score a hit that would go off the end of the track, it lands on the highest available box that's on the track.  But that said, I'm not 100% sure this idea would play well at the table. You'd need to test it.
Title: Re: Stats for a taser?
Post by: Mal_Luck on April 23, 2010, 01:58:40 AM
The consequences being stuff like Stunned and Tazed?

 Police issue X26 Taser (http://i33.photobucket.com/albums/d54/fawkes4/800px-Police_issue_X26_TASER-white.jpg) - Weapon:2, armor counts double against. All consequences caused by this weapon is cleared after the scene, no matter how severe.
Title: Re: Stats for a taser?
Post by: void on April 23, 2010, 11:56:08 AM
Personally, I'd call it weapon:0, MAAAAYBE weapon:1, but you can't take consequences beyond Mild. If you'd need to and cannot, you're taken out instead.

This might seem severe, but anyone packing a taser isn't intending to kill, and they've only got one shot ready for most models.
Title: Re: Stats for a taser?
Post by: KOFFEYKID on April 23, 2010, 12:13:07 PM
I dont see why it cant deal stress, since stress isn't permanent to begin with. Physical stress is described as bruises, cuts, scrapes, that sort of thing. Nothing serious. I think it should deal 2 points of physical stress, enough to take out people unless they are willing to take consequences. I think however, that the consequences should end at the end of a scene, no matter how serious they be.
Title: Re: Stats for a taser?
Post by: Deadmanwalking on April 23, 2010, 12:18:56 PM
Personally, I'd call it weapon:0, MAAAAYBE weapon:1, but you can't take consequences beyond Mild. If you'd need to and cannot, you're taken out instead.

This might seem severe, but anyone packing a taser isn't intending to kill, and they've only got one shot ready for most models.

Oooh, I like this version. Tasers wear off quick, but they're also really likely to take someone the hell out. This combines those facts in a simple and coherent fashion. Kudos.
Title: Re: Stats for a taser?
Post by: void on April 23, 2010, 12:30:35 PM
Exactly. Makes a great way to punctuate a scene dramatically for someone who's just dealt with some minor (or major) scuffle, too.

So, the beast was down. I still didn't really know what it was, but I was standing and it wasn't. Good enough for me. I turned to leave, and a scared cop -- some rookie, or maybe she's just one of those girls that never seems to age -- had something leveled at my chest.

Crap. A taser. Can my life get any more awesome? I raise my hand and open my mouth, but I don't even really remember what I was going to say. Y'see, that's when she jerked and pulled the trigger.

Yeah. Down I went.

Title: Re: Stats for a taser?
Post by: R00kie on April 23, 2010, 12:46:44 PM
Personally, I'd call it weapon:0, MAAAAYBE weapon:1, but you can't take consequences beyond Mild. If you'd need to and cannot, you're taken out instead.

This might seem severe, but anyone packing a taser isn't intending to kill, and they've only got one shot ready for most models.

Doesn't that make Tasers the ultimate weapon though? To get an guaranteed one-shot take-down on the average person with a Taser you'd need to do do 5 stress (enough so even after taking a mild (-2) consequence the damage fell off the end of their two point stress track). By contrasts with any other weapons you'd have to do 2 (stress track) +20 (mild, moderate, severe and extreme consequences combined) +1 = 23 stress damage to be sure of one shotting them. That's a pretty extreme difference.
Title: Re: Stats for a taser?
Post by: void on April 23, 2010, 12:55:13 PM
... how many average people -- not well built, buff, or having gone through conditioning -- do you know that don't drop to the ground in a heap when tazed?
Title: Re: Stats for a taser?
Post by: Deadmanwalking on April 23, 2010, 01:02:20 PM
And if someone's using a Taser, this implies (at least for NPCs) that they don't intend to kill. Allowing for the whole "captured PC has to escape" scene. While most NPCs go down after a Minor Consequence at most anyway.

Add to that the fact that Tasers mostly only get the one shot (5 Stress in one shot? Not that easy.), or only work in hand to hand, and I think they work out well enough.
Title: Re: Stats for a taser?
Post by: R00kie on April 23, 2010, 01:02:45 PM
... how many average people -- not well built, buff, or having gone through conditioning -- do you know that don't drop to the ground in a heap when tazed?
Yes, but most of them drop into a heap when shot with a shotgun or assault rifle just as easily.
Title: Re: Stats for a taser?
Post by: void on April 23, 2010, 01:09:29 PM
There's a few other things at work here. First of all, a shotgun or assault rifle is going to be at least weapon:2, so if we're still assuming 5 shifts against an unarmored target with only a stress track of 2, they're going to be taking a 7 stress hit, needing a Moderate and Mild consequence in order to bring down to something that fits in their stress track. Most civilians are going to want a concession at this point; this gets you the same effects, but it's a VASTLY more brutal way to go about business.

Against someone actually wearing armor, or having supernatural defenses, a taser is going to have trouble getting through. Against an actual spellcaster, it might not even work in the first place.
Title: Re: Stats for a taser?
Post by: Deadmanwalking on April 23, 2010, 01:15:09 PM
Excellent point. Armor should probably be doubled against Tasers using this system just like the others proposed. That'll keep Inhuman Toughness characters and Wizards from just getting tased out. Other people should just get tased out.
Title: Re: Stats for a taser?
Post by: void on April 23, 2010, 01:19:28 PM
Personally, I think the armor doubling thing is just an overcomplication, but everyone's game is their game. :)
Title: Re: Stats for a taser?
Post by: iago on April 23, 2010, 02:16:18 PM
I gotta say I have a problem with any weapon that asserts you don't get access to your full range of consequence slots. Saying you get taken out if you'd have to take more than a mild consequence is severely game-breaking.
Title: Re: Stats for a taser?
Post by: void on April 23, 2010, 03:06:31 PM
To me, the only viable alternative would be to give a Taser something like a weapon:XX rating (with that XX meaning double digits) with a huge stacks of caveats and adjustments by situation, armor, etc, for it to have anything near the threat level it should be for an unarmored target.

To me, that just seems complicated, unnecessary, and it doesn't feel right, whereas my solution did for me and my play group. Didn't you say that was an important criteria?
Title: Re: Stats for a taser?
Post by: iago on April 23, 2010, 03:37:56 PM
Let's review:

- A taser makes it difficult to take action.
- A taser wears off quickly.
- A taser has trouble making it through armor.

How about treating its as a *block* (prevents action, wears off quickly)?  You zap someone with it, guns vs. athletics. If you hit, the shifts that result can be reduced by armor. The shifts that remain indicate how many exchanges the block will last for (though if the block is overcome, it breaks, like any block).  The weapon itself gets rated with a block strength effect that it simply creates: call it Good or Great depending on the quality of the weapon.
Title: Re: Stats for a taser?
Post by: void on April 23, 2010, 04:24:59 PM
I think there might be some confusion between two applications of a Taser. In 'Drive Stun' mode, it's a pain-oriented deterrent/disruption. In standard distance use, the electrodes disrupt the nervous system directly, without a corresponding (but still some) degree of pain. If you're within the mass tolerance of the charge and the electrodes land securely, it isn't 'difficult' to act. It's simply impossible.

I think a block is just... insufficient, unless you set its difficulty so high it's effectively impossible to break.
Title: Re: Stats for a taser?
Post by: iago on April 23, 2010, 04:29:24 PM
Honestly this is just a conversational exercise for me. Tasers wouldn't last 5 seconds around the kind of hexing effects I'd expect in most games. :)
Title: Re: Stats for a taser?
Post by: void on April 23, 2010, 04:35:54 PM
I already said that they wouldn't be much use against or near spellcasters. :D
Title: Re: Stats for a taser?
Post by: Mal_Luck on April 23, 2010, 07:01:42 PM
Let's review:

- A taser makes it difficult to take action.
- A taser wears off quickly.
- A taser has trouble making it through armor.

How about treating its as a *block* (prevents action, wears off quickly)?  You zap someone with it, guns vs. athletics. If you hit, the shifts that result can be reduced by armor. The shifts that remain indicate how many exchanges the block will last for (though if the block is overcome, it breaks, like any block).  The weapon itself gets rated with a block strength effect that it simply creates: call it Good or Great depending on the quality of the weapon.
I like this  :)

When I first thought about it I was think it'd be a cool weapon for my cop character, gun in one hand taser in the other. Zap some baddie (ghoul, vamp, etc) with it then cap them with the gun.

And if you caught the spellcaster off guard, they might not be able to hex it  :P
Title: Re: Stats for a taser?
Post by: iago on April 24, 2010, 07:51:34 PM
And if you caught the spellcaster off guard, they might not be able to hex it  :P

Sometimes hexing just happens due to proximity. Don't forget. :)