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Re: (TFT) Garage Band: Inna Gadda Ty Bearda
----- Original Message -----
From: "Prophesor" <prophesor@yahoo.com>
To: <tft@brainiac.com>
> --- 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. :)
Good point.
> > 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.
Yes, you're correct. And I missed the point about the bullet remaining in
the target. I will have to ponder this idea more carefully...
> > 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.
You're welcome!
--Ty
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