GZG List archives -- February 2006

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Re: [GZG] [FT] Graser-1s again




----- Original Message ----- From: "Oerjan Ariander" <oerjan.ariander@xxxxxxxxx>
If the problem is the players' perception of the mega-hits, then the best solution is to remove the potential for mega-hits - which in the Graser case means removing the to-hit die rerolls (and adjust their points cost accordingly). This limits the maximum possible damage inflicted by a single Graser die to 12 (which is of course still quite a lot - but the probability that a single Graser die will score 12 pts is *less* than the probability that two (rerolling) standard beam dice combined will score 12 *or more* points!). At the same time removing the rerolls doesn't change the *low* end (0-8 pts or so) of the Graser's damage profile noticably, so it is still distinctly different from the standard beam batteries.

This exactly summaries my gaming groups experience. A few battles where one players ship rolls a 6 followed by a 4 producing 3D6 damage or even a ship mounting 4 grazer 1 rolls 3 hits its an awful lot of dice. Its like being struck by multiple assault missiles or AMTs. Powerful cruisers go from OK to dead in one go.

This left our players feeling a bit scarred.

So we changed the grazers to be d3 per hit and halved the mass. This means they average more damage but are less excessive at the top end. In addition because the mass is halved the ship can mount twice as many units so gets to roll more dice so a tighter bell curve on doing some damage.

We also had similar arguments about fleets based heavily on MT missiles and fighters. The general feeling about ordnance based fleets was "develop an effective counter". So people did.

I did also like the idea of dropping the rerolls but then it means that the Grazer stops being a beam and becomes its own sets of special rules. I much prefer weapon that are composed of different combinations of common attributes rather than each weapon having its own made up rules.

BTW we also allowed all weapons that used the torpedo to hit mechanism to take the long range (range bands +50% mass x2) or short range (range bands -33% mass halved). This works OK except for short ranged K1 at mass 1 which are a bit good.

In our new campaign there are some players that look like they have "math geeked" their designs out of some kind of formula. They are not doing so well as the players that have defined their doctrine and tactics and designed ships to match.

John



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