GZG List archives -- April 2007

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Re: [GZG] Full Sail Rules



Allan Goodall wrote:
I've tried a number of options to get the damage at least
semi-realistic. The way you've done cannons gives me an idea. Linear
beam damage from FT isn't realistic for naval guns. I like the idea of
fixed range bands and a variable number of dice per range band per gun
size. That's the part I'm missing from the game. It shouldn't take
long to retrofit that into my rules and release a playtest version.

Like all good ideas, I stole it from somewhere else. (8-) In this case, Renegade Legion: Leviathan which had tables that represented energy weapon attenuation over distance. Which I'm sure, stole it from some other ruleset. (8-)

To me, it's always been a simple way to add tactical flexibility, without
adding complicated rules, and would work as a generic mechanic: weapons are
rated by range and damage, both being determined semi-arbitrarily by the
designer. Works great for generic designs: 6/0/0/0 are your close range plasma cutters and 2/2/2/2 represents your long range sniping laser -- but I'll be
damned if I know how to points balance it well. (Which is one of the reasons
why there's no ship construction system in the Full Sail rules; that was one
of the things I was hoping to get to this year, once I figured out how to
rate cannon.)


JGH
--
Jerry Han - jhan@xxxxxxxxxxxx - http://www.warpfish.com/jhan - TBFTGOGGI
"Wake me, let me see the daylight, save me from this half-life;
                            Let's you and I escape, escape from time..."
                                            -- Duncan Sheik, "Half-life"
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