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RE: (TFT) Garage Band: Inna Gadda Ty Bearda



--- Ty Beard <tbeard@tyler.net> wrote:
> Well, it is different. A little heavy on the math for my
> tastes, but it does
> distinguish between penetration and damage. I'll have to play
> around with
> it, but it may be too fiddly for mosy players' tastes.

Oh, it IS fiddly.  But I'm happy to have modeled penetration
with something less than fluid dynamics.  :)


> I wonder if you couldn't instead use a system simply divides
> the *armor* by
> the penetration? I.e., a penetration of 4 divides will reduce
> 5 points of
> armor to 1.25 points of armor.

The problem with that (and I considered it), is that it requires
math with decimals, and that I wanted to have the math all be
whole numbers, at least at that stage, and to have the
remainders method for indicating when a slug stays in the
target, which I thought was important for physikers to know.


> Neat idea, but I think this may be adequately handled with the
> existing
> doube/triple damage rule. OTOH, if you like this rule, I'd go
> with very low
> damages for weapons.

Again, this method tells us whether the slug is in the wound, as
well as giving a method for skilled gunmen to gain more
effectiveness with some flavor.  It's not just about more
damage.  Except in the case of multi-hex figures, where I think
it's pretty reasonable to break out an elephant gun when facing
an elephant.  Building into the method that you do more damage
against bigguns seemed to me to be a plus.


> Philosophically, we're on the same track.

> It's very interesting...

Always nice to hear such from a respected contributor to the
list.  Thanks.

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