GZG List archives -- November 2005

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[GZG] re: alternate threshold methods



My preference is:

1) Card based

Yes, I know what Roger is getting at, though cards could be downloadable and printable for
ease of replacement or duplication. If you have a 'standard deck', you can also produce a
table to simulate the same effect. But I think if you could find a way to do a straight
card flip, it'd be faster than a damage chart cross ref. 

2) Limited input chart lookup

That's my second choice. Unfortunately, if defender chooses, you never loose firecons. If
attacker chooses, you always do. If you alternate, it just takes  a turn longer at max.
Too many 'easy to break' points in FT ship design that I wouldn't think this is the way to
go. So 3 and 4 sound unlikely. 

==================

An interesting idea perhaps:

Cards that integrate the die roll, by means of a small notation for each threshold row. An
example card might read:

Systems: Class 1 Weapon, Defence, Main Drive, Class 2 Weapon, FTL, Class 3 Weapon, Other
Result: 5+: No loss. 4-: Lose the system. 

Thus you could integrate the die roll and the loss order for systems into a card draw
without any need to roll dice. (Deck building becomes a challenge, but as most programmers
will tell you, trading off a design time challenge for run time performance is usually a
good expenditure). 


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