RE: [FT] Armour & RG - again
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Fri, 4 Dec 1998 08:28:11 -0800
Subject: RE: [FT] Armour & RG - again
>Are you cutting and pasting into the mail window? Some people
>may have problems reading anything but plain ASCII (I'm not
>one of them)
Erm, yes I am. If anyone has a beef with it I'll stop. I was unaware it
caused difficulties.
>OK, of all the fixes this one is the best so far. Small problem in that
>we are reducing the ability for lower classes to hit, where aim was for
>probability of a hit to be the same for all classes all ranges.
>However we can get around it by saying the 'to hit' roll is the 'to hit
>and penetrate' roll.
Whew! I was afraid people wouldn't make that connection. Thanks for the
insight.
>Thus the class 1 projectiles hit, but due to their lower mass they
didn't
>penetrate the armor and glanced off. It puts a range cap on class 1's,
>this is similar to the dRG.
But only against armour, and even then level 2 vs. an RG1 puts a cap of
18". For most weapons, you're still looking at at least 24".
>The only problem is that then all classes have a hard range cap 24Mu
for
>level 1 and 18Mu for level 2. With the lose a die from the roll the
class 3
>can still hit level 2 at max range with a 1/6 chance of doing 3 points
damage.
>I think I prefer that option.
Good point on this. I say scrap option 2 (the -x for level x armour) and
go
with #1.
By all means sir, crunch away!
Schoon