Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)
From: "The Sutherlands" <nishawn@c...>
Date: Fri, 1 Feb 2008 07:12:31 -0600
Subject: Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)
Do get the the result of poor troops have to do very well to beat good
troops who have done very poorly can you just add a modifier to the base
roll for quality?
Green d6-1
Regular d6
Veteran d6+1
Elite d6+3
If armed with a CC wpn shift die type up 1. Power Armor rolls
2D6+quality
modifier.
So your elite power armor armed with flamer/shotgun is going to roll
2D8+3.
If he rolls double 1s and that green guy can roll a 6 he will beat him.
Not
very likely but it 'could' happen.
I realize this is GZG heresy. Die type not linked to quality but I
think it
would give the desired probabilities and not be to complicated.
My 2 cents.
That Chuk Guy
-----Original Message-----
From: gzg-l-bounces@lists.CSUA.Berkeley.EDU
[mailto:gzg-l-bounces@lists.CSUA.Berkeley.EDU]On Behalf Of Owen Glover
Sent: Friday, February 01, 2008 5:02 AM
To: gzg-l@lists.CSUA.Berkeley.EDU
Subject: Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)
Chipping in my 2 cents worth...
I've toyed with the idea of using something like what is used in WRG
ancients (now Warrior) of using "regular" dice; d6 is 2,3,3,4,4,5
instead of 1-6. The Regular troops are less likely to do bad.
Untrained; d4 remains the same as probably Green d6, however for the
rest, for example d8 becomes 2,3,4,4,5,5,6,7 alternately you roll 2 d4s
and add the score.
Both approaches have difficulties; re-painting all your d8, d10 and d12
dice but keeping a second unchanged set for Firepower. For the other, it
will likely slow things down somewhat with separate rolls of Quality
dice.....
Cheers,
Owen
> -----Original Message-----
> [mailto:gzg-l-bounces@lists.CSUA.Berkeley.EDU] On Behalf Of
> Samuel Penn
> >> A bad roll from good troops can result in the other
> side's roll being almost meaningless - they're going to win.
>
> Your example is fine - the greens did very well, and the
> elites did very badly. It's when the greens roll a 2 and
> still win that it seems wrong.
>
> Having said that, I think the SG mechanic does work well, and
> I haven't come up with a way of improving it without
> complicating things. My complaint is a theoretical one based
> on how I like mechanics to work.
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