GZG List archives -- February 2007
Re: [GZG] [Aliens] was Re: FMA at EEC etc
I haven't had any problems with the opposed die rolls in SG. As
a matter of fact they seem faster than the "I need 7 d6s" of the GW world.
Roll to hit, roll for a wound, roll for armour.
Roll to hit, roll for damage, roll for armour.
3 rolls
Roll for success, simple division, roll for armour.
2 rolls and a simple division.
I know which I like better. In theory (I'm not on the playtest list) DS is going to
a more SG-II feel.
I really do not understand the secrecy of the playtest list. My understanding is GZG
makes little off the rules anyway.
Roger
On 2/28/07,
john tailby <John_Tailby@xxxxxxxxxx> wrote:
Counter draw and opposed dice rolls are slow play mechanisms compared to
rolling a number of dice in series you want to keep the action flowing not
have the players looking up charts and going for different sized dice.
Much faster to say this unit is firing small arms at this unit and pick up x
dice roll to hit, roll to damage and then roll to see if any of the targets
defenses can stop the shots (defenses could be stealth technology, cover,
jammers, or status like dug in) Rolls could be made in a different order so
you roll to get past the defenses (a spotting roll) then roll to hit and
then damage/ penetration effect. If I firing is done unit against unit then
I can roll my dice as one batch. Much faster than endless strings of opposed
rolls.
Some of the best visual representation markers are the blast markers GW used
in EPIC and in their BFG game. Want to know where the action is? It's easy
to spot units under fire because they are covered in explosion markers.
Looks cool and has a game effect.
keeping track of different damaged results against lots of different units
in any game is difficult and almost all games need markers of some kind.
They just look messy.
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