Kesslan wrote:Killer Cyborg wrote:Shadow_otm wrote:This is about called shots, not about Vagbonds having heatbeam eyes or being able to punch and "KO" a vehical.
This thread is about a lot of things.
One of the things it is about is the question of whether lack of forbiddance equals permission.
Which is what brings us to the vagabond with laser beam eyes.
IF lack of forbiddance meant permission, THEN because the books do not specifically forbid a normal human vagabond from flying around shooting lasers out of his eyes, it would be perfectly permissable in any Rifts game.
But it's NOT perfectly permissable, therefore, lack of forbiddance does NOT mean permission.
Capiche?
SIgh.. I'd go over all this again KC but were just going to go in an endless circle. Part of the issue here is that we start off discussing specifically called shots. Nothing else. Next thing you know Monopoly gets dragged into it and you latch onto it as yet another example of why Called shots cant/shouldnt be applied to general combat etc.
Yet KOing DHTs, board games in general etc have -nothing- to do with what is ultimately being discussed.
Since you haven't been paying attention, I'll recap for you.
We started off talking about Called Shots.
Then this happened:
Killer Cyborg wrote:Kesslan wrote:There's also nothing saying you cant make a called shot to eyes, groin etc.
Agreed, but lack of forbiddance is NOT permission.
(And, actually, there
are rules for attacks to the groin.)
By looking at the overall system, it's pretty clear that it's not built for that degree of precision in attacks, except where the Damage Capacity of the body part in question is listed.
The monopoly analogy, the KO rules comparison, and the other stuff that seems to have you so confused are all supporting the statement of "lack of forbiddance is NOT permission."
That's how they're relevent.
Either admit that the statement is correct, or come up with some sort of coherent rebuttal that does not involve pretending that it's not relevent to the conversation at hand.
I mean you go on to say that the called shot system is ment only for robots and equal sized things.
No, I go on and point out the fact that the called shot system was designed for robots and other large targets.
It has been expanded since then, but still not to the point of including eye-shots at human targets.
Yet plenty of -small- creatures etc have listed alternative hit locations.
Yes.
NOW.
Over a decade since the main Rifts book was written.
But it's not what the rules were designed for.
With Rifts rules got quickly expanded with new world and dimension books, later slightly consolidated in GMG and a few years later with the release of RUE which flat out replaces RMB.
Yes, the rules have expanded over time.
This isn't always a good thing, and it's all too often a problem.
A game system is like a house.
Add too much onto the frame, and the foundation will not support the new structure.
What Palladium needs to do is what D&D did; level the entire structure including the foundation, and rebuild it all from scratch, using the best parts of the old system, but with a foundation that is designed to support everything that the new system does.
RUE is good for now, and buys some time, but eventually the rebuilding will need to be done anyway.
Speaking of RUE, it's pretty obvious that the game in question wasn't using RUE rules, since the Called Shot was made in a single attack.
So RUE doesn't really matter in this discussion.
You say the Called Shot system doesnt lend itself to X degree of precision. Yet how does it not?
Because, and I'm not sure how to put this any simpler, the rules do not cover it happening.
If something doesn't have a listed Damage Capacity, then there's no mechanism for damaging it.
It establishes somethign the size of a human head would be aproximately -4 to strike. That an insect antenae no bigger than say.. a standard ruler would be I belive it's somethign like -6 (I'd have to check Xiticix War). It's hardly a streatch of the imagination then to cut the target down in size yet again and apply an even bigger penalty to hitting something like a human eye.
It hardly stretches the imagination, but it certainly stretches the rules farther than they were meant to go.
It doesnt even 'break the system' at all. There's thousands of examples through out all of the palladium books.
Examples of what?
Called shots at targets that have no listed damage capacity?
Called shots at targets the size of a human eye or smaller?
If so, then great.
It shouldn't tax you to find ten examples out of the thousands and to post them.
I'm still waiting for even
one example.
I mean everyone knows what happens when you loose an eye.
L-o-s-e.
It's even more blatantly obvious when you loose the use of both eyes (Be it temporariliy or permenantly). And there are stated rules for handling blindness. There's very set and specific blindness penalties. There may be a few specific different variations with spells/explosives or what have you but those can be considered specific to those particular causes. Everythign else falls under the standard blindness penalties. THere's even book examples if I recall for the effects of -partial- blindness, and even, if I recall with reduced depth perception. Probably listed under cyclopses.
But there are
no rules for causing somebody to lose their eyes, not for normal human-sized targets.
So that's all pretty moot.
Thats a fair bit of difference in game effects from letting the KO rule from boxing apply to everything. Especially given that there's litterally no basis for handling 'knocking out' something that doesnt even have a head to begin with.
You've never punched or kicked a piece of machinery and had it cease working properly?
Since the KO rules still to this day, far as I know, dont actually state what they apply to. They assume the GM will use common sense, and in all other cases simply flat out make a call on it not applying to things like robots, DHTs etc.
I thought you were the champion of the "The GM's Call is Divine and Cannot Be Questioned, even if it conflicts with basic math" school of thought.
Yet it seems here that you're saying that a GM's decision to allow a character to KO a Death's Head transport would be... (gasp!)... a
bad call.
The Called Shot system is much like this. It's left open ended intentionally.
No, it's not.
As I've pointed out, the rules in Rifts are for shooting at robots.
And the various parts of the robots are therefore statted out.
For example the hands of a Glitterboy have 100 MDC each.
Why didn't they list the MDC for the GB's fingers?
Because those are part of the hand, and cannot be picked off individually with a Called Shot.
Just like they didn't list the MDC for every square inch of the surface area of the main body, they just listed the MDC for the whole thing.
RGMG, p. 39
"A Called Shot is an aimed shot that homes in on a specific part of a larger target such as the head, hand, gun, or radio on a character or the radio antenna, sensor cluster, spotlight, tires, etc. of a vehicle."
Note that all of these things are statted out.
Note that there is NO mention of shooting at a normal person's eyes.
Note the lack of stats for a person's eyes.
It's not left open at all, not beyond the stuff that is statted out in the rules.
More to the point, unlike allowing the KO rules as is so that an infant can KO an ancient god or some silly thing like that. The Called Shot rules, when expanded to encompass other things and used with even a slight degree of comon sense breaks nothing. Infact for many of us it simply -enhances- game play in an entirely 'realistic' manner to the point, where, if you want to you can drill a guy right though the eye socket with a sniper rifle.
Okay, go back to my last post to you and address my scenario about targeting the same spot on a suit of armor.
Common Sense says that this would be physically possible to do in the real world.
Rifts is not the real world.
Ultimately man, the only thing I'd have with you it seems is that you nitpick every last thing to an extreme extent. I mean hell I can get kinda bad that way too but you go well beyond that. Thats fine, your play style. Me? I prefer moving on with the damn story over fighting tooth and nail over a GM treating two targets as one etc.
I prefer to get the rule right, and to play by them (with consistant houserules to fill in the gaps).
But yes, I'd much rather play than just argue about the rules.
And it's a lot simpler to stick to the rules than to make up stuff on the fly.
In this case, it would have been a lot simpler for the GM to say, "The rules don't support called shots with that level of precision, although you can shoot him in the head with a paired called shot" than to make a questionable call, to argue about it for however long they argued about it, then to end up with a thread the size of this one exploring the ramifications.
You can kick and scream and pull your hair out all you like that the GM is 'wrong'.
I don't kick, or scream, or pull my hair out.
I don't have any real investment in this case, since I wasn't a player.
But that doesn't make the GM in this case not wrong, and it doesn't mean that I can't point out that it was a bad call.
But unless you are the one GMing. Well then the basic and primary rule of 'what the GM says goes' applies. That may well mean he's not being 'fair' or 'cheating' or what have you. But if you dont like it. GM the game yourself. Or find a new group to play with. Because who ever is the GM is the one running the show.
End of story.
No, it's not the end of the story.
Being a Game Master is a republic, not a dictatorship.
You can only GM with the consent of the players, and if you expect them to blindly accept everything and anything you say as GM, especially if you redefine basic math and logic at your whim, then you'll run out of players.
Which is why being a
good GM requires the shocking notion of
listening to your players when they have an issue with one of your calls, and even sometimes (brace yourself!)
recognizing and admitting if you make a mistake.
That's right: Game Masters
can make mistakes!
They're not actually unrestricted tyrants of space and time, not even in the game; they can actually screw up and make bad calls and bad decisions.
In fact, it's quite common.
Every time the GM screws up, there are two viable options:
1. If it's not important, then just gloss over it and move on with the game.
2. If it's important, then the players and the GM need to explain their views, and a consensus needs to be reached.