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Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)

From: Mark Kinsey <Kinseym@p...>
Date: Fri, 01 Feb 2008 12:33:27 -0500
Subject: Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)

The Sutherlands wrote:
> 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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>
>   
Interesting idea. I can't resist replying to this comment though...

>I realize this is GZG heresy.

*Burn Him!!!!

*-Mark Kinsey

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