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Re: (TFT) TFT Industrial Revolution
This is what I've done with not allowing Guns to use Missile Weapons:
An archer with a DX of 1o could just be fairly inaccurate.
He could also get missile weapons if he is smart, which would make him
pretty accurate, although not very fast or accurate at other things.
That archer could become, IDK, DX 16. He could shoot twice a turn with
a small bow, and with missile weapons be extremely accurate.
A gunman could have a DX of 10 using a musket would have an AdjDX of
9. being fairly inaccurate.
He could get a better Rifle, but his DX would still only be 10.
He COULD become a sharpshooter, with a DX of 16 or higher, but he will
never be as good as an archer with missile weapons and the equivalent
DX, and he is less likely to be a good archer.
In real life it takes practice from a young age to be a truly
excellent archer. Not so with guns. However, to keep things
interesting, it kinda makes sense to let archers have a theoretically
better chance of hitting- they have been training from a young age! It
also means that archers are a more viable option for militaries, as
not everyone can be a sharpshooter, but anyone can be trained for a
long time. It takes a lot more EXP to get a high level of gun skill
vs. a high level of bow skill. On the other hand, bows require more
investment from your actual talent points. This means that gunman can
often do other things, maybe swords, maybe business, etc. Its a trade
off.... Bows are better in one way, worse in another. I think I like
the way that is working out. It also represents that in this world
guns are relatively new, and mass production is even newer.... so most
people grew up with bows, which are easier to make as a peasant, but
harder to make in a factory. People who grew up with bows have more
skill than those who are just picking up guns in their young
adulthood, so it also makes sense in that way.
On Jul 2, 2010, at 2:10 PM, raito@raito.com wrote:
I guess that if I was modelling inherently inaccurate firearms I'd
impose a maximum adjDX.
To have bows more accurate for skilled users, I cut the number of
skilled firearms users. That shouldn't be hard to do. In order to
get the skill to use a firearm effectively (rather than just pull
the trigger on one ready to go), you need to practice. And so you
need ammo, and that' expensive. So getting a high level of skill is
expensive. I might split the skill into a lower and higher level of
skill. The lower level gets you to a grunt soldier level, where you
can prepare and fire your weapon yourself. The higher level would
let you do it with less penalty. Thus you can still have a relative
sharpshooter with a firearm, but it cost a lot for him to get to
that point.
Neil Gilmore
raito@raito.com
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