Re: [GZG] DSIII
From: John K Lerchey <lerchey@a...>
Date: Thu, 2 Mar 2006 14:50:15 -0500 (EST)
Subject: Re: [GZG] DSIII
Hi Grant!
Comments embedded...
John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University
On Thu, 2 Mar 2006, Grant A. Ladue wrote:
>
> John,
>
> No problem. It is entirely possible that my perception was off
because it
> was only a single scenario and we didn't see some of the underlying
> elements. It seemed to me that my K'hif (sp?) were rolling d6's to
hit for
> the green units and d10's for the orange. I didn't notice a modifier
based
> on FCS. Was it built in, or were we doing it wrong?
I had it built in on the vehicle sheets. You might recall (though given
that it was Sunday morning, you might not) that at short range, the
K'hiff
vehicles got a +2 QD shift. That was the +2 for having Superior FCS.
The
Order's Trinity tanks (with BASIC FCS) got +0 at short, -1 at medium,
and
-2 at long. Their green units don't do so well at any range.
The basic construct is:
QD +FCS, -0 at Close, -1 at Medium, -2 at Long, +/- any modifiers from
the
fire modifiers chart.
It's easier for me to build the FCS bonus and range non-bonuses into the
sheet so that you don't have to care once you have it ready for play. :)
> Your "iron sights being obsolete" comment below also reminds me
about
> another thought. Iron sights really aren't completely obsolete are
they?
> Pretty much any modern direct fire (non-missile) system can still
fire in a
> degraded manner even when its fcs is down. It seems to me that the
> "targeting systems down" result for a damaged unit is a bit too
damaging.
> Perhaps the tsd result should remove the fcs bonus and allow the unit
to fire
> at one (perhaps two) less than it's quality die.
>
That's not a bad idea. If it's mostly an electronics issue, then it
should degrade FCS to "Obsolete" (in DS3 terms, that's about late
WWII-ish). I'll bring that up as a possibility. My gut reaction is
that
it might be *easier* to just leave it as is, but it's certainly a neat
thought.
> I apologize in advance if all this has been passed around before
(and I
> imagine it has), and I admit that my inexperience with this may
invalidate my
> opinion. :-) In any case, I think the firefight issue is the
biggest one
> in terms of making the game playable, especially at conventions. I
think it
> is important to minimize issues that can cause a player to be
basically
> uninvolved for most of the duration of the game.
>
No apologies necessary. I was only pointing out that there has been a
lot
of thought put into it, which you *could* not have know about if you
don't
get regular updates from the DS3 playtesters/designers. :)
We've (a small subset of playtesters that I regularly correspond with)
run
into the question about the firefight stuff causing uninvolved players
to
take naps before, but haven't come with any decisive answer. For that
matter, while it *can* be a problem, it generally doesn't present itself
unless you have at least 3 players per side. I'm not 100% certain that
it
is a problem that needs to be fixed, but we are aware of it. I saw the
same thing happen in a playtest that Indy did last year at a local (to
him) hobby shop. 3 players on each side, and the guy in the center
didn't
do much of anything the whole game 'cause the action was on the edges.
Certainly stuff to think about. :)
John
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