Area of Effect attacks

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saltinerunner45
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Re: Area of Effect attacks

Post by saltinerunner45 » Tue Sep 13, 2011 6:38 am

yes, very much so lol, i was over complicating it (thought we were using the edges of the die as a pointer for direction)
i actually like that idea a lot, but another problem that pops up is that larger dice would become more ambiguous with the direction of scatter
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Phatty
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Re: Area of Effect attacks

Post by Phatty » Tue Sep 13, 2011 10:53 am

just go off the center of the dice. and have it scatter in the direction of the larger dice value. if doubles are rolled it is a direct hit

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Re: Area of Effect attacks

Post by Munchkin » Tue Sep 13, 2011 5:30 pm

That would work, Phatty.

The only thing I would say is that as the amount of scatter is determined by the result of the roll itself, maybe instead of doubles meaning no scatter, if you roll doubles the attacker can choose which dice to use to determine the scatter direction.

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Re: Area of Effect attacks

Post by Wiouds » Tue Sep 13, 2011 10:21 pm

I like to keep the higher rolls is better.

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Re: Area of Effect attacks

Post by griffinthemad » Wed Sep 14, 2011 3:15 am

Wiouds wrote:I like to keep the higher rolls is better.
Agreed.

Matt mentioned he wants to reward high rolls also.
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Re: Area of Effect attacks

Post by Munchkin » Wed Sep 14, 2011 4:59 pm

I agree, it is best to try and keep the core mechanics the same through out. So, high equals good.

But we can still get that to work. All you say is something along the lines for every 1 you miss by the shot scatters 1". So you roll a total attack of 8 you need 10, so the shot scatters 2". Or something like that.

Another option, rather than scatter is to make the to hit roll determine the number of hits. Off the top of my head - all area effect weapons could have a base number of hits and a maximum (modeling the severity of the weapon). So a light mortar might be 2/4.

What this means is that on 'a hit' it causes 2 hits, for every one above the total needed to hit it causes an extra wound up to the maximum. Every one below reduces the number of wounds by 1. This mimics scatter with out the need of measuring, and templates.... maybe a bit confusing though?

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Re: Area of Effect attacks

Post by vanishing » Thu Sep 15, 2011 8:17 pm

Munchkin wrote:Just throwing this idea out there...

Instead of using special scatter dice, template etc... when using a weapon that can scatter use two different coloured d6 for the 'to hit' roll.

Say one black and one white. The roller nominates a dice as the scatter dice before the roll, and where it ends up in relation to the other dice determines the direction of scatter.
This idea is ingenious but I don't think it will work. I tried it out because it seemed like it would be easy to throw the dice where you wanted, and sure enough, after about a minute of practice I could almost guarantee a scatter to the side I wanted. There was still a lot of variation but it was definitely not random. With more practice I'm fairy sure I could put the dice very close to whatever orientation I wanted half the time.

I'm sad to be saying this because I thought the idea was fantastic.

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Re: Area of Effect attacks

Post by Munchkin » Thu Sep 15, 2011 10:47 pm

This is fixed somewhat if instead of nominating a dice, you determine scatter using the dice that rolls the largest value (as per Phatty's suggestion).

That is much harder to 'cheat'. The only problem then becomes doubles, but that is fixed by allowing the attacker (as the game is supposed to be deadly) to choose which dice causes scatter when doubles is rolled.

But as you say vanishing, even that may not be random enough.

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Re: Area of Effect attacks

Post by Wiouds » Fri Sep 16, 2011 12:27 am

Let's just hope AoE is not the only good counter to a army in good cover.

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Re: Area of Effect attacks

Post by griffinthemad » Fri Sep 16, 2011 3:22 am

Wiouds wrote:Let's just hope AoE is not the only good counter to a army in good cover.
Matt did say that some DP "powers" would be good for negating cover advantage.
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Re: Area of Effect attacks

Post by slaughtergames » Mon Oct 03, 2011 10:59 am

let's start fleshing out the rocket mechanic. we already had some ideas but the topic kinda died...

i would propose the 2d6 roll for linear scatter: (if you don't know what that means go to the previous pages of this topic)

2 = 5" Back Towards Firer
3 = 4" B. T. F .
4 = 3" B. T. F .
5 = 2" B. T. F .
6 = 1" B. T. F .
7 = HIT
8 = 1" Away From Firer
9 = 2" A. F. F.
10=3" A. F. F.
11=4" A. F. F.
12=5" A. F. F.

and then find a way to mix in the benefits of a higher shooting skill..
less scatter? but it doesn't seem that far anyway...
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saltinerunner45
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Re: Area of Effect attacks

Post by saltinerunner45 » Mon Oct 03, 2011 12:17 pm

maybe just for every 2 BS that you have it will be 1 less (or more) point on the scatter dice? simple enough right?
saltine runner thanks you for reading this post, and is sorry for his ramblings.
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slaughtergames
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Re: Area of Effect attacks

Post by slaughtergames » Mon Oct 03, 2011 4:49 pm

yeah that should probably do it....
"i buy me new deffkopta!!"
"waaaagh!"
"i did research, to find out how to minimize the randomness of the shock-attack gun."
"huh?"
"waaaagh!"
"WAAAAAAAAAAAAAAGGH!!"

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Re: Area of Effect attacks

Post by DacoTrilar » Tue Oct 04, 2011 12:02 pm

@slaughtergames
I like that idea, you could simplifiy it to this: scatter 2d6-7" forward taking into account negative numbers. Then reduce the distance scattered by you BS/2 rounding down. Same idea, but there wouldn't be a table. With a few examples, I think people would understand this.


I guess now we will need to specify whether a weapon scatters radially or linearly, which is kind of awesome :D

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slaughtergames
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Re: Area of Effect attacks

Post by slaughtergames » Tue Oct 04, 2011 4:54 pm

2d6-7.
that is epic! how did i NOT think of that!

btw we didn't mean BS2=2" less scatter, we actually meant that for every 2 points of BS, the shot scatters 1" less.

BS2=1"less scatter (2:2=1)
BS4=2"less scatter (4:2=2)
BS6=3"less scatter (6:2=3)
etc.
"i buy me new deffkopta!!"
"waaaagh!"
"i did research, to find out how to minimize the randomness of the shock-attack gun."
"huh?"
"waaaagh!"
"WAAAAAAAAAAAAAAGGH!!"

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