Re: Railgun Goals II
From: John and Roxanne Leary <realjtl@s...>
Date: Thu, 26 Nov 1998 06:12:56 -0800
Subject: Re: Railgun Goals II
Sean Bayan Schoonmaker wrote:
> I'm for the first option, the so called "trash can."
>
> However...
>
> I was just brainstorming different ways to use d6s to come up with
some
> sort of result - just trying to get something/anything different than
beams.
>
> 1) Roll d6s vs. a target number. Both target number and number of dice
> decreases with range.
>
XXX
A variation of the 'Shotgun Effect'. using more than one die to
determine damage at range, rather than simply reducing the damage on the
single die. This will work. JTL
XXX
> 2) Roll constant number of dice (not necessarily just one) against a
target
> number that varies with range. [This is closest to the old mechanic.]
XXX
Multiple firing dice give a better chance to attain a hit,
mutiple damage dice reduce the averge damage per hit.
This puts the damage on a bell curve, not as nasty as the 2X
damage of the current system. The average roll will reduce the
damage by (about) 33 percent from current values. JTL
XXX
> 3) Target thrust capability determines number of dice thrown, which
score
> against a target number that decreases with range. # of hits may
determine
> damage multiplier. [This is sort of a variation of #1]
XXX
A somewhat more simple comcept, but with the same theme, would
be: see chart.
Ship thrust Modifier(to hit)
7/8 -2
5/6 -1
3/4 0
1/2 +1
The advantage here is that the chart can be memorized quite
easily and provideds a minimum of dice sorting/memorization/chart
referal ect. JTL
XXX
>
> 4) I'm running out of decent ideas... help
XXX
No, not really, there are just so many ways to drink water
from a glass before what you are doing becomes a varaition on a
theme with added needless complexity. JTL
XXX
>
> Schoon
XXX
Remember K.I.S.S. JTL
(Nothing personal) :-)
Bye for now,
John L.