GZG List archives -- March 2007

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Re: [GZG] [Aliens] was Re: FMA at EEC etc



If you're looking for "fast play, handfulls of D6s" I would recommend that you take a look at Command Horizon from Baccuus. It does that.

DS3 won't. We are developing optional rules to make firing faster, but we (at OA, myself, and my gaming group) like (or in some cases at least don't hate) the opposed die rolls. As has been stated previously, it keeps both the attacker and defender involved.

It may well be that if you really want a system for ground combat that mimics FT, the GZG ground combat rules just won't meet your needs.

<shrug>

John

John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

On Fri, 2 Mar 2007, john tailby wrote:


----- Original Message ----- From: <Beth.Fulton@xxxxxxxx> Thanks Beth

I'm sure they didn't mean to be rude if that's how you perceived it (it also pays to remember that for some English isn't their first language... Though for Oerjan I just put it down to being so close to Santa-land that he has to pay the toll for Santa being jolly so much ;P <He'll make me pay for that one in some suitably evil way>).

I didn't take it as rude as much as not interested. it sounded like a classic case of "not invented here". When I tried to ask questions about the new fighter rules and how soem of the bits didn't make sense it came down to "we changed lots more than that but we didn't tell you" thats why you don't understand what we want you to test.


It would be good to get a cohesive copy of the current playtest
version of
the FT rules so someone that is reviewing the changes can see all of
the
changes and how they work toegther rather than just the new fighter
rules.

Unfortunately for all the reasons you've heard already today that's
beyond their ability to provide.

Well without one things aren't going to go anywhere....

Full Thrust was the game we wrote our version of the rules for. Now
people
are developing a DS equivalent game.

I take it from your statements below that it uses multiple dice rather than sliding dice?

I'm not directly involved in the development but from watching some of the development games it uses a mixture of a group of dice to provide a total that often has to beat a fixed value. Sometimes some of the active defensives get a "saving throw" to beat the attackers total and cancel the effect.


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....

Are these rolls opposed or versus a fixed value? I really do understand that the chits aren't to everyone's taste, I personally like the elegant way they solve the problem of lots of different results in an "easy" way. I will say however I am a fan of opposed dice roles and sliding dice types, it is something else that strikes me as a nice way of getting multiple solutions fairly simply and keeps everyone involved.

most of the fast play games are dice rles agaisnt a simple to calculate fixed value.
Take flames of war ( a WW2 game ) the to hit score is based on the skill level of the defender. Veterans get hit on a 4+, trained on a 6+ and conscripts on a 2+. If the targets are in cover, at long range or hiding they get harder to hit.
When a platoon fires the effects are averaged over the platoon so every stand counts as a Rifle/MG platton rather than have several dice of rifle fire and several dice of MG fire its all one stat for the stand. That platoon then targets an enemy platoon.


Nice and fast and esay to work out.


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