> On 7/18/99 11:42 PM, Laserlight wrote:
...right, but you're rolling the dice to see if you hit a moving target, not
to see how far you made the bullet go.:) Since the range bands
describe how easy/hard it is to hit a target at different ranges, they
should be a function of the shooter's skill, modified by the inherent
usability of the weapon (i.e. shorter for pistols, longer for rifles).
> On 7/18/99 11:42 PM, Laserlight wrote:
....Which is exactly what we've tried to do with the rangeband = firer's
quality, multiplied by a weapon modifier; on balance, I think this is the
version that works best and is probably what we'll end up using. I'll try to
post some more concrete rules for this version soon.
Jon (GZG)
> --
> In a message dated 7/19/99 4:42:39 PM EST, jon@gzero.dungeon.com writes:
<< >
> ...right, but you're rolling the dice to see if you hit a moving
No you are rolling the dice to see if you hit the target - however far
away or good you might be.
> On 7/18/99 11:42 PM, Laserlight wrote:
Rick Rutherford missed my point:
> ...right, but you're rolling the dice to see if you hit a moving
If I understand correctly, there are two choices: a) fixed weapon ranges with
variable skill modifier b) fixed skill ranges with variable weapon modifier
I feel that A is a better description and is more intuitive. It also provides
more potential flavor for weapons without having finicky fractional
multipliers. For example, if the Plasma Gun has "Close" range of a little
more than a Needler--but not twice the range--then you can simulate this
with A but not with B. Or you could multiply by, say, 1.375, which I'm sure
would be delightful and contribute greatly to the flavor of the game....
: )