From: Sean Bayan Schoonmaker <schoon@a...>
Date: Thu, 3 Dec 1998 20:47:51 -0800
Subject: [FT] Armour & RG - again
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Thu, 3 Dec 1998 20:47:51 -0800
Subject: [FT] Armour & RG - again
From: Tim Jones <Tim.Jones@S...>
Date: Fri, 4 Dec 1998 09:18:00 -0000
Subject: RE: [FT] Armour & RG - again
Schoon FYI this post was is in MIME text/enriched format again? > From the header: Mime-Version: 1.0 Content-Type: text/enriched; charset="us-ascii" Are you cutting and pasting into the mail window? Some people may have problems reading anything but plain ASCII (I'm not one of them) > Armour then reduces the number of dice thrown by 1 per level of armour, > down to a minimum of 1 die. Any shifts that would result in less than OK, of all the fixes this one is the best so far. Small problem in that we are reducing the ability for lower classes to hit, where aim was for probability of a hit to be the same for all classes all ranges. However we can get around it by saying the 'to hit' roll is the 'to hit and penetrate' roll. Thus the class 1 projectiles hit, but due to their lower mass they didn't penetrate the armor and glanced off. It puts a range cap on class 1's, this is similar to the dRG. > Now that I come to think of it, you could also simply say that level 1 Damage > and "To-hit" are so closely related using this mechanic that the "-1 or By extension the same for a level 2, so rather than drop die from the roll apply the modifiers to the to hit roll that is used as a damage multiplier. Then you get a similar range reduction for all classes against Iarmor. So just apply the Iarmor modifier to the to hit/multiplier roll. The only problem is that then all classes have a hard range cap 24Mu for level 1 and 18Mu for level 2. With the lose a die from the roll the class 3 can still hit level 2 at max range with a 1/6 chance of doing 3 points damage. I think I prefer that option. Are we done then? or do we need to crunch these options. what about the shotgun effect and 9 damage points at close range. Are the costs for the sRG the same as before. 1,3,6?
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Fri, 4 Dec 1998 08:28:11 -0800
Subject: RE: [FT] Armour & RG - again
> Are you cutting and pasting into the mail window? Some people Erm, yes I am. If anyone has a beef with it I'll stop. I was unaware it caused difficulties. > OK, of all the fixes this one is the best so far. Small problem in that Whew! I was afraid people wouldn't make that connection. Thanks for the insight. > Thus the class 1 projectiles hit, but due to their lower mass they But only against armour, and even then level 2 vs. an RG1 puts a cap of 18". For most weapons, you're still looking at at least 24". > The only problem is that then all classes have a hard range cap 24Mu Good point on this. I say scrap option 2 (the -x for level x armour) and go with #1. By all means sir, crunch away!
From: Thomas Anderson <thomas.anderson@u...>
Date: Fri, 4 Dec 1998 17:32:09 +0000 (GMT)
Subject: RE: [FT] Armour & RG - again
> On Fri, 4 Dec 1998, Tim Jones wrote: my god, rfc1523? i thought that was long dead! it is to HTML as _Homo habilis_ is to _Homo sapiens_. amazing. it can only be a matter of time until rfc1473 data is sent across the list... Tom