[SG2] [FMA] [Am I the last one to use tags?] Comms Quality
From: "Barclay, Tom" <tomb@b...>
Date: Wed, 30 Aug 2000 15:04:36 -0400
Subject: [SG2] [FMA] [Am I the last one to use tags?] Comms Quality
Hi guys
Just wanted to run an idea by for comment regarding how better/worse
quality
comms might work. In general, it is a reasonable assumption that good
troops
are well equipped, and poorly trained troops are poorly equipped. There
are
exceptions, but this provides an adequate justification for making
"normal"
commo rolls using the quality die of the rolling unit (figure in FMA I
guess).
However, there will be those cases where this is not so.
Imagine the low tech, relatively green rebels who suddenly find their
cause
underwritten by off planet backers --> they have new, expensive radio
gear
that should give them better comms than the local Constabulary.
Imagine a group of veteran mercenaries who've had their equipment
orbitally-dropped to the bottom of a nearby lake and have been forced to
make do with some improvised kit. They have kit far below the quality of
their usual gear.
In either of these cases, the obvious possible implementations are:
1) Implement an extra die for commo rolls, based off equipment quality.
Implement some concept of partial success (Troop Q or Equip Q dice
succeeds,
but not both). This could prove very interesting in a game where the ref
is
the medium for all orders.
2) Shift the normal commo dice rolled. This has the advantage of being
simple and probably sufficient. In our first example, I might not give
the
rebs a commo die shift until their off planet "advisors" had trained
them,
but at that point, they might be green troops, but their comms allow
them to
roll as if they were regulars. In the latter case (the mercs), perhaps
instead of rolling D10 (for their veteran quality), they actually roll
D8 or
if the equipment is particularly ramshackle, D6.
This obviously applies to both FMA and SG2.
Comments? Thoughts? <Just to give us Gropos a bit of list-space.... all
the
vaccuum-head chatter has made me dizzy...>
------------------------------------------
Thomas R. S. Barclay
Voice: (613) 722-3232 ext 349
e-mail: tomb@bitheads.com
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