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Post by michaelsd on Nov 24, 2019 2:32:57 GMT
Any plans / ideas to simplify it? While I love the logic of it, it becames quite fast a chore to roll for each hit. I did not find any useful solution.
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Post by grinnenbaeritt on Nov 24, 2019 8:32:05 GMT
I'm not convinced there needs to be separate rolls at all. Given that the "intent" of the firer could be one of three things. 1. Concentrate on a single target. 2. Spray to hit several targets. 3. Just suppress an area, it is the mechanics of those that should be nailed down. It's the overall level of severity of the combined wounds suffered that's important.
1. State the length of "Burst"... Assume each shot after the first suffers a set penalty, to determine how many hit, simply take the first roll. eg. roll an 1, then the following becomes a 3, a 5, a 7 etc. Then combine damage of all hits - then deduct Toughness/Armor, then roll for wound type as normal. (Realistically, a firer of a mounted/static weapon could "walk" fire, effectively increasing the chances of hitting the more shots they fire... however the effect is the same)
2. Do as 1, but increase the penalty between shots, then determine total damage, share equally between all targets, then reduce by toughness/armor as normal for each target.
3. Apply penalties to all actions within area (variable up to rate of fire), similarly increase penalties with regard to "hitting" by the same amount, in addition to cover as normal. Each target can only be hit once.
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Post by michaelsd on Nov 26, 2019 16:40:20 GMT
If I understood you correctly, I am not sure I would be happy with suce a solution. It is not bad, but it exchanges one set of problems to another.
1. If you mean to make one roll and use them on all bursts, you will have an all or nothing problem. Let's say I have a TN 5 to hit for 5 bursts. So my bursts have TNs of 5,1,1,1,1. 5 for the first burst, and for the rest we have the burst recoil penalty x2, so -2x2 is -4, which is 5-4=1. So I roll 1d10. If I understood you correctly On a roll of of 1, all bursts hit, 2,3,4 and 5 only 1 bursts hits, and on 6,7,8,9,10 none hit. I find this distribution too binary for my tasta.
2. If the targets are near each other, just roll to hit. If there is a significant distance between them, I would not allow to shot in the same AV, just on the next (if the shooter has multiple AVs to act upon).
3. Designate consecutive 1 meter areas to cover. Distribute bursts in them and roll normaly whoever enters the area.
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Post by grinnenbaeritt on Nov 27, 2019 13:24:30 GMT
Actually I meant the roll itself should be modified by subsequent shots, not the task number. So against the a standard TN of 5, in a burst of 3 (which each carrying a -2 penalty past the first), if your roll was 1, then the subsequent rolls would be treated as 3 and 5. (Meaning 1, 3, 5 would all hit. If you rolled a 3, then the subsequent rolls would be treated as 5 and 7. (Thus only 2 hit.)
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Post by michaelsd on Nov 28, 2019 21:48:38 GMT
I think there a disturbance in the force! We are talking about three round burst in your example. So, if I rolled a 3 for three round burst, against the TN of 5, the subsequent rolls would be 3, 5 and 5. With all three hits hitting. If we are talking about automatic fire (double penalty), and I rolled a 3, against the TN of 5, the subsequent rolls would be 3,7 and 7, So, one hit. Which is the same what I wrote: a TN of 5, in a burst of 3 (which each carrying a -2 penalty past the first), if your roll was 1, the TN would be 3.So all would hit. I do not think that there is a difference if you apply the penalty to TN or the roll. I prefer modifying the TN, as a penalty is a minus number and is more logical to deduct, but that is me.
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