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Gangrene Federated Suns Leftenant General
Joined: 04-Feb-2002 00:00 Posts: 939 Location: United States
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Posted: 17-Mar-2002 22:55 Post subject: to-hit rolls, munchkinism, and statistics (long) |
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The D12 method works OK, but it does increase the hit ratio on light mechs, thus they die quicker. I tried a 100% system before. Success was not great. Hits occured much more often. Armor was worth more for protection than speed. Biggest problem was the location chart. To many head kills. Maybe the D12 to hit, but still need @2D6 for location.
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Thanks AWAD. The last dice combo seems natural. Using a D12 on the hit loc and missile tables wouldn't be pretty.
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Gangrene you have missed the ultimate muchkin game though, Champions. Nothing like mathmatical formulas with tons of variations to bring them out of the wood work.
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That's a bummer I missed it. I'll have to look for it sometime when I need a munchkin fix.
_________________ Gangrene
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Pinhead The Bloody Clans
Joined: 25-Feb-2002 00:00 Posts: 1258 Location: United States
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Posted: 18-Mar-2002 09:56 Post subject: to-hit rolls, munchkinism, and statistics (long) |
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Gangrene,
Interesting post, but I'd define muchkinism differently.
Munchkinism to me is using, or designing mechs with technology, or weaponry that removes the skill from the game.
Moving your mech by jumping is not munchy, it is an ability to skillfully use your movement advantage to create bonuses.
Building a mech with stealth armor, and heavy gauss cannons, turns a game that should be an intricate dance into a slugfest (Can't tell I don't like Assaults can you?), which the person who rolls luckier than his opponent will win.
Casey and I used to build lots of what I would consider Munchy mechs for Darryl's King of the hill game. The thing that most dissapointed me about that whole scenario is they did very well.
I do like the bell curve based around the 2x D6.. It allows a skilled player a chance to make marked differences in his shots versus his opponents..
Pin
_________________ "My Blood is not mine to give, it belongs to my Brothers"
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Cadet ComStar Lieutenant, SG
Joined: 17-Mar-2002 00:00 Posts: 495
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Posted: 18-Mar-2002 14:02 Post subject: to-hit rolls, munchkinism, and statistics (long) |
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I don't think it is a flaw for players to do the maximum allowed by the rules each turn, at least not a flaw on the players behalf. It is more of a flaw on the system's part.
Each turn is 10 seconds? It's an awful lot for a pilot to do in that much time: find where he needs to be, move his mech there, set up a shot on another moving target, then fire only some or all weapons, take whatever damage control measures are necessary.
Maybe it would be better to shoot or move in a turn, but not both. I dunno... _________________ I'm not family friendly. That's why I don't post here.
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chihawk Clan Blood Spirit Master Bartender
Joined: 04-Feb-2002 00:00 Posts: 8075 Location: United States
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Posted: 18-Mar-2002 16:01 Post subject: to-hit rolls, munchkinism, and statistics (long) |
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On 2002-03-17 17:49, AWAD wrote:
Gangrene you have missed the ultimate muchkin game though, Champions. Nothing like mathmatical formulas with tons of variations to bring them out of the wood work.
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Like any game that uses a point based system for character creation the HERO system can be "min-max"ed very easily. It's up to the GM to use common sense guidlines to have players create characters that will fit in their campaigns.
The similarities between mech creation in Battletech and character creation in HERO is more han a tad similar
_________________ www.210sportsblog.com
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