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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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