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(TFT) Weapon Multiplier
Message text written by INTERNET:tft@brainiac.com
I played around with some weapon formulas as well.
From: Michael Taylor <MichaelTaylor1@compuserve.com>
Steve Jackson has said of his Ogre design that he always assumed that there
*was* a formula - he just never knew
what it was.
He achieved his excellent play balance in Ogre simply by
extensive playtesting.
Many years later a player finally did *discover* the formula
that seemed to correspond to all of the appropriate vehicle
designs and allowed new designs to be 'instantly' play-balanced.
I presume that there is probably an underlying mathematics
to the weapons formula's for TFT. Again, it is probably more
instinctive to SJ than known.
I'm not skilled enough to find it, but I strongly suspect it
is there....
Michael,
I don't claim to have a formula that allows the design of 'instantly'
play-balanced weapons. Or even the skill to find it. I dug through my
notes and found the formula I do have. Here it is. Did I mention that this
paragraph is a disclaimer?
) 1993, 1994, 2001 David Michael Grouchy II,
All Rights Reserved
M U L T
First a warning: the Multiplier (MULT for short) is a game logistic, a
mathematical knot, and not necessary to understand the rest of the game. If
you feel up to it, and are still interested in reading this page, may I
suggest you get a sheet of scratch paper, a pencil, and a calculator. It
will help to learn how to use the Multipliers if you work out some of them.
The idea behind Multipliers is a method of measuring the actual
effectiveness of a weapon. There have been some inconsistencies detected,
in that some of the weapons did more damage for the same ST than others. If
a Hammer (ST 10) does 1+1, and a Cutlass (ST 10) does 2-2, and a Naginata
(ST 10) does 1+2, there is obviously a difference between them. If you take
the average damage for each dice roll, and divide it by the ST required, the
answer you get is the beginnings of a damage Multiplier.
For example
1+1 averages to 3.5+1 = 4.5 Which / ST 10 = 0.45000
2-2 averages to 7-2 = 5 Which / ST 10 = 0.50000
1+2 averages to 3.5+2 = 5.5 which / ST 10 = 0.55000
This proved an effective method of checking the weapons against each
other. The Multiplier is referable also. If you multiply it against a
characters ST you get the average damage they do with the weapon.
For example
0.45 * ST 10 = 4.5 avg dmg
0.50 * ST 10 = 5.0 avg dmg
0.55 * ST 10 = 5.5 avg dmg
Consult the Average table below to determine dice to roll
AVERAGE TABLE
Dice Avg Dice Avg Dice Avg
______________ ______________ ______________
1 -2 1.50 3 -2 8.50 5 -2 15.50
1 -1 2.50 3 -1 9.50 5 -1 16.50
1 3.50 3 10.50 5 17.50
1 +1 4.50 3 +1 11.50 5 +1 18.50
1 +2 5.50 3 +2 12.50 5 +1 19.50
2 -2 5.00 4 -2 12.00 6 -2 19.00
2 -1 6.00 4 -1 13.00 6 -1 20.00
2 7.00 4 14.00 6 21.00
2 +1 8.00 4 +1 15.00 6 +1 22.00
2 +2 9.00 4 +2 16.00 6 +2 23.00
Eventually we decided that the multiplier should be a constant.
Optionally, if the characters ST increased above the needed minimum then
they could be allowed to do the extra damage. Take for example a ST 23
figure wielding the cutlass above.
0.50 * 23 = 11.5 avg dmg or 3+1 damage
Now thats all fine and useful, if you allow the option, but what about
the minimum ST. Using the formula above one could just as well get a damage
for a cutlass if the character only had a ST 7. To solve this we embedded
the information in the Multiplier.
You may have noticed that we only used the first two digits of the
Multiplier in the examples above. If we add two digits representing the
minimum ST required youll find that the math remains unchanged. A cutlass
is listed as having a MULT of .5010 the last two digits being the minimum
ST. A broadsword (2D at ST 12) is .5812 and if a javelin is listed as
.2709, what do you think its minimum ST would be?
Now let us jump to some pure math. List the formulas in terms that
even a computer can understand. The following sequences are called
"unfolding the Multiplier." Pay special attention for these symbols in the
formulas (,n ,d and ,n.n). They mean to round the number to the nearest
whole number, down, or to the nearest single decimal place, respectively
Minimum ST = ((MULT * 100)-(MULT * 100,d)) * 100,n
Avg dmg = MULT * Minimum ST,n.n
# of Dice = Avg / 3.5,n
The +/- to Dice = (Avg *2 -(# of Dice * 6) -# of Dice)/2,n
Take a javelin for example. With a MULT of .2709 we get the following.
Note that the MULT is used to determine average damage with the .0009 for
the minimum ST still in the number.
Minimum ST = ((.2709 * 100)-(.2709 * 100,d) * 100,n
(27.09 - 27) * 100,n
(0.09) * 100,n
9
Avg Dmg = .2709 * 9
2.4381,n.n
2.4
# of Dice = 2.4 / 3.5,n
0.685714,n
1
The +/- to Dice = (2.4 *2 -(1 *6) -1) /2,n
(2.4 *2 -(6) -1) /2,n
(4.8 -6 -1)/2,n
(-2.2)/2,n
-1.1,n
-1
Now that is done. You should be able to read a MULT and scan its last
two digits for minimum ST and do a basic ST * MULT to get the average
damage. Instead of doing all the math you can use the average table listed
above. Before getting into Thrown weapons, Missile weapons, and their range
modifiers; here is a list of weapons and their MULT. You may notice at the
end some of my campaign specific notes. Also there are several weapons not
standard to the game.
Weapon MULT Campaign notes
Ashiko .3511 Palm claws (DX +1 climbing)
Amentum .2006 Spear throwing strap
Arbalest, heavy .2528 Comes with mounting bracket
Quarrels .08028 Arbalest for dmg, this for range
Atlatl .2004 Light spear thrower
Bastard Sword .6113 One handed, subdue with flat
Bastard Sword .6613 2-H, sweep, subdue with flat
Baton .3006 +1 Subdue damage
Battle Axe .7015 Cuts doors, also a "war axe"
Bench .3811 Acts as a tower Shield 3
Bisen-toh .5012 Blade rip, sweep, set vs.
Bo Staff .3708 No minus to foot smash
Bola .2409 No minus to aim at legs
Boomerang, wooden .2510 Returns, if miss outdoors
Boomerang, iron .5612 Never returns
Bottle, broken .2603 Faux Pas will cut hand
Blowgun .1404 Poison carrier darts
Broadsword .6012 Subdue with flat
Bullwhip .3109 3,4, or 5 Hex attack zone
Cat-o-nine tails .1808 Up to 9 points effect damage
Cestus .6705 Spiked & laced to hands
Chair .3412 Block, parry
Claymore .8016 Sweeping blow
Club .3304 Not a subdue weapon
Club .3804 Not a subdue weapon
Crossbow .2524 Requires equipment to cock
Quarrels .08024 Crossbow for dmg, this for range
Cudgel .3303 Also does subdue
Cutlass .5310 +1 dmg vs. zero armor
Dagger .2704 Conceal able
Epee .3809 May be broken over knee
Escrima .3307 Stick fighters stick
Fist .2505 MULT for unskilled use
Foil .4510 May be broken over knee
Flail .5812 Cant be blocked or parried
Glaive .4512 2 Hex jab, charge, set vs.
Great hammer .6214 Knockdown -armor layers
Halberd .5313 As glaive, hook pull down
Hammer .3810 Knockdown -armor layers
Hatchet .3809 Cuts doors
Horse bow .3809 Largest useable mounted
Hunting bow .3507 Sized to user "self bow"
Javelin .2709 Charge, but not set vs.
Jousting lance .3111 Blunted "jostling" lance
Jo staff .3009 Same size as shinobi-zue
Kama .3110 See FLAIL, "Kusari-gama"
Katana .6113 Japanese bastard sword 1-H
Katana .6613 2-H, sweeping blow
Kiseru .3305 Tobacco pipe, double use
Lance .4511 Use Horses ST on charge
Lasso (recoil) .2411 2 MA per Hex to recoil
Longbow .4611 Carry in hand, cant sling
Lucern, hamer .6113 Knockdown -armor layers
, Pick head .5313 = armor, may stick
Mace .5411 = armor vs. plate only
Main gauche .2706 Disarm vs. sword
Maul .6113 Knockdown -armor layers
Military pick .5512 = armor, sticks on doubles
Morning star .6113 = armor vs plate only
Mug or bottle .2603 Subdue, (0.1kg empty)
Naginata .5510 Blade rip, charge, set vs.
Net, barbed .3010 1-H net to tangle 1 foe
Ninja-to .6012 Ninja sword!
Nunchucka .3808 Disarm, subdue
Pike .3612 Same as Spear to 3 hexes
Pike axe .5015 Cuts doors; 2, 3 Hex cut
Pike hammer .4214 2,3 hex knockdown
Quarterstaff .4611 Disarm
Rapier .3809 Ignores mail armor
Riata (recoil) .3011 2 MA per hex to recoil
Rock .3302 Free and plentiful
Sabre .5411 +1 dmg vs. zero armor
Sai .4006 Disarm, +1 parry
Scimitar .6113 +1 dmg vs. zero armor
Scorpion .2540 Mounted/seige crossbow
Scythe .4011 Sweeping blow
Shortsword .5411 Largest sword with lanyard
Shuriken .1406 Throw up to 12 an action
Sling .2104 Wind up= +1 dmg, up to +3
Sling staff .3809 No wind up, but more damage
Small sword .3307 Breaks if dmg D6= natural 1
Spear .3111 Charge, 2 hex jab
Spear .3611 Charge, set vs, 2 hex jab
Staff .3707 No minus to foot smash
Stiletto .2604 Ignores mail & visors
Stool .3309 Acts as small shield
Stool .3809 Acts as large shield
Sword breaker .2707 Breaks sword on max damage
Table .3912 Acts as a tower shield
Tessun .3307 Iron spiked war fan
Tetsubishi .1204 One point of dmg max
3 sectional staff .4210 2 hex, any adjacent hex
Tonfa .3309 Disarm, +1 parry
Trident .3510 Typically with net
Throwing axe .2309 Balanced & light
Throwing knife .2304 Balanced & light
Wakazashi .5411 Companion sword to Katana
Wood axe .4611 Cuts doors
2-H, or two handed weapon
Now about the range modifyers, or Accuracy of the weapon. Here is the
simple test to determine if; A) the weapon can not be thrown with much
accuracy, B) is it a thrown weapon, or C) it is a missile weapon. These
determine its behavior and DX adjustments in ranged attacks. First the
Standard DX adjustments.
A) not ranged, add 1 dice per hex thrown
B) thrown weapon, DX-1 per hex thrown
C) missile weapon, DX-1 per 6th hex shot
Now here is the insanely complicated to determine the accuracy of a
weapon. Divide the minimum ST by the average damage, subtract two, and
round to the nearest. If the accuracy is zero or less then it is group A)
and not a ranged weapon. If it is less than six then it is group B), a
thrown weapon. Anything greater is a missle weapon. Here are the numbers
Acuracy (ACC) = Min ST / Avg dmg -2,n
0 Not ranged, add 1 dice per hex thrown
1-5 Thrown weapon, DX-1 per hex thrown
6+ Missile weapon, DX-1 per 6th hex shot
And that concludes the exercise in math. For those of you who read the
whole thing, thank you for bearing with me. As a little reward here is
another optional rule. Instead of using the standard A,B,C categories for
ranged attacks, use the number resulting from the formula instead. That
number represents the number of hexes the object may be thrown for DX-1.
Then a Club is still -1 per hex, but a broken bottle is only -1 per 2 hexes.
David Michael Grouchy II
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