[FT] RG Damage Vs. Armour
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Wed, 2 Dec 1998 19:54:44 -0800
Subject: [FT] RG Damage Vs. Armour
As I see it, the current problem is how to make sure that RG1s are still
effective in an armoured world. The only way I see it can be done is by
allowing the RG1 to score (potentially) more than 1 point of damage. So
maybe we should look as how RGs damage things. I have a couple of
alternate
methods that still keep to the single die roll for to-hit and damage.
This also addresses the problem with RG3s and RG4s, which were too
effective IMO. Lets face it - 9 points is an awful lot of damage.
#1 has my vote of those I've listed...
[1]
The to-hit mechanic stays the same, but the score of each die determines
its damage. On any roll to hit at any range, 2s and 3s result in 1
point,
4s and 5s result in 2 points, and 6s result in 2 points plus a reroll.
Roll 1 2 3 4 5 6
0-6 0 1 1 2 2 2+reroll
6-12 0 0 1 2 2 2+reroll
12-18 0 0 0 2 2 2+reroll
18-24 0 0 0 0 2 2+reroll
24-30 0 0 0 0 0 2+reroll
This gives an average damage at range of:
Range RG1 RG2 RG3
0-6 1.6 3.2 4.8
6-12 1.4 2.8 4.2
12-18 1.2 2.4 3.6
18-24 .8 1.6 2.4
24-30 .4 .8 1.2
OK, now on to something completely different:
[2]
Just switch to no rerolls and give the potential for a little more
damage.
Roll 1 2 3 4 5 6
0-6 0 1 1 2 2 3
6-12 0 0 1 2 2 3
12-18 0 0 0 2 2 3
18-24 0 0 0 0 2 3
24-30 0 0 0 0 0 3
This gives an average damage at range of:
Range RG1 RG2 RG3
0-6 1.5 3 4.5
6-12 1.3 2.6 4
12-18 1.1 2.3 3.5
18-24 .8 1.6 2.5
24-30 .5 1 1.5
or...
[3]
This was actually my first idea, and turned out to be my least favorite
in
the end. At 2 over the "hit number" you get 2 points, and at 4 over you
get
3.
Roll 1 2 3 4 5 6
0-6 0 1 1 2 2 3
6-12 0 0 1 1 2 2
12-18 0 0 0 1 1 2
18-24 0 0 0 0 1 1
24-30 0 0 0 0 0 1
This gives an average damage at range of:
Range RG1 RG2 RG3
0-6 1.5 3 4.5
6-12 1 2 3
12-18 .66 1.3 2
18-24 .33 .66 1
24-30 .16 .33 .5
Comments?
Schoon