Re: [GZG] [Aliens] was Re: FMA at EEC etc
From: John Lerchey <lerchey@a...>
Date: Fri, 2 Mar 2007 10:42:35 -0500 (EST)
Subject: Re: [GZG] [Aliens] was Re: FMA at EEC etc
If you're looking for "fast play, handfulls of D6s" I would recommend
that
you take a look at Command Horizon from Baccuus. It does that.
DS3 won't. We are developing optional rules to make firing faster, but
we
(at OA, myself, and my gaming group) like (or in some cases at least
don't
hate) the opposed die rolls. As has been stated previously, it keeps
both
the attacker and defender involved.
It may well be that if you really want a system for ground combat that
mimics FT, the GZG ground combat rules just won't meet your needs.
<shrug>
John
John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University
On Fri, 2 Mar 2007, john tailby wrote:
>
> ----- Original Message ----- From: <Beth.Fulton@csiro.au>
> Thanks Beth
>>
>> I'm sure they didn't mean to be rude if that's how you perceived it
(it
>> also pays to remember that for some English isn't their first
>> language... Though for Oerjan I just put it down to being so close to
>> Santa-land that he has to pay the toll for Santa being jolly so much
;P
>> <He'll make me pay for that one in some suitably evil way>).
>
> I didn't take it as rude as much as not interested. it sounded like a
classic
> case of "not invented here". When I tried to ask questions about the
new
> fighter rules and how soem of the bits didn't make sense it came down
to "we
> changed lots more than that but we didn't tell you" thats why you
don't
> understand what we want you to test.
>
>>> It would be good to get a cohesive copy of the current playtest
>> version of
>>> the FT rules so someone that is reviewing the changes can see all of
>> the
>>> changes and how they work toegther rather than just the new fighter
>> rules.
>>
>> Unfortunately for all the reasons you've heard already today that's
>> beyond their ability to provide.
>
> Well without one things aren't going to go anywhere....
>
>>> Full Thrust was the game we wrote our version of the rules for. Now
>> people
>>> are developing a DS equivalent game.
>>
>> I take it from your statements below that it uses multiple dice
rather
>> than sliding dice?
>
> I'm not directly involved in the development but from watching some of
the
> development games it uses a mixture of a group of dice to provide a
total
> that often has to beat a fixed value. Sometimes some of the active
defensives
> get a "saving throw" to beat the attackers total and cancel the
effect.
>
>>> Counter draw and opposed dice rolls are slow play mechanisms
compared
>> to
>>> rolling a number of dice in series you want to keep the action
flowing
>> not
>>> have the players looking up charts and going for different sized
dice.
>>>
>>> Much faster to say this unit is firing small arms at this unit and
>> pick up x
>>> dice roll to hit....
>>
>> Are these rolls opposed or versus a fixed value? I really do
understand
>> that the chits aren't to everyone's taste, I personally like the
elegant
>> way they solve the problem of lots of different results in an "easy"
>> way. I will say however I am a fan of opposed dice roles and sliding
>> dice types, it is something else that strikes me as a nice way of
>> getting multiple solutions fairly simply and keeps everyone involved.
>>
> most of the fast play games are dice rles agaisnt a simple to
calculate fixed
> value.
> Take flames of war ( a WW2 game ) the to hit score is based on the
skill
> level of the defender. Veterans get hit on a 4+, trained on a 6+ and
> conscripts on a 2+. If the targets are in cover, at long range or
hiding they
> get harder to hit.
> When a platoon fires the effects are averaged over the platoon so
every stand
> counts as a Rifle/MG platton rather than have several dice of rifle
fire and
> several dice of MG fire its all one stat for the stand. That platoon
then
> targets an enemy platoon.
>
> Nice and fast and esay to work out.
>
>
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