Prev: [GZG] [FT] Threshold check cards. Next: RE: [GZG] Re: Initiative is it a game winner? And antipodian FT

RE: [GZG] [FT] Threshold check cards.

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Mon, 31 Oct 2005 09:37:21 +1100
Subject: RE: [GZG] [FT] Threshold check cards.

You roll each threshold independant of the previous results.  This way
take into account repairs.

Eg: Ship with 3 beams, 1 firecon, FTL, MD, Core systems. 
Card 1 [Threshold 1 - Destroyer]: Lose Beam 1, FTL, MD
Card 2 [Threshold 2 - Destroyer]: Lose Beam 2, Firecon, FTL
Card 3 [Threshold 2 - Destroyer]: Lose Beam 1 & 3, Firecon, MD,

The player simply crosses the system off their SSD when the damage card
handed to them.  You can then add it back to the deck.

If it's a very large game, by using as few ship types as possible you
create 4-5 damage cards for each threshold and simply shuffle the cards
each ship.  As a threshold comes up, deal the highest card for that
threshold and hand it to the player.

In the "really big" webgames I've been in, there have been 30-60 ships
side, but only about 5-8 different designs on each side.

'Neath Southern Skies

> -----Original Message-----
> From: 
> [
> berkeley.e
> du]On Behalf Of Robert N Bryett
> Sent: Monday, October 31, 2005 9:12 AM
> To:
> Subject: [GZG] [FT] Threshold check cards.
> > Threshold rolls can be a real slow down, ergo my suggestions of  
> > single rolls of color-coded bags-o-dice. Pre-rolled is WAY better!
> Threshold check rolls are a bit of a pain, and I really like 
> the idea  
> of using a deck of cards instead. The only deck I've found 
> on-line is  
> Ftdeck on the Area 51 website, but that is only FT2+MT 
> compliant, and  
> doesn't cover the changes introduced from FB1 on. I've tinkered in a	
> desultory way with developing my own, but not got very far. I 
> see the  
> issues as being:
> 1. Aliens - This isn't a biggie. Maybe separate decks for the BEMs.
> 2. Open-ended design - Where do you stop with Beam Batteries for  
> example. Class 4, 5, 6, 7...?
> 3. The maths -  Ideally one would want to turn one card per ship for	
> the first threshold check, two cards for the second check and so on.	
> Unfortunately I haven't been able to work out how to translate the  
> independent 1/6 chance of failure per system into cards. Obviously  
> one would put multiple systems on each card, but I don't understand  
> the distribution. Perhaps someone with more maths than I could  
> comment. Is it actually possible? After all, there is a 
> 1/1296 chance  
> of an Arapaho class corvette losing ALL of its four systems on the  
> first threshold check...
> Best regards, Robert Bryett
> _______________________________________________
> Gzg-l mailing list
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