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Clan Prototype Streak SRMs
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PostPosted: 11-Apr-2016 17:20    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

chihawk wrote:
Mordel wrote:
My only point against would be that it is harder to roll groups of weapons. I know we match up dice and roll multiple weapons at the same time. Could still do it, just a bit harder with 3 dice.


You'd just need a third die to match the two you were already using. Know many gamers with just two six siders? LOL


No, but most buy them in pairs, such as all the current BT dice are. Like I said, not a huge problem, just an obstacle. Along with having to re-memorize all the tables.
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PostPosted: 11-Apr-2016 17:42    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Mordel wrote:
chihawk wrote:
Mordel wrote:
My only point against would be that it is harder to roll groups of weapons. I know we match up dice and roll multiple weapons at the same time. Could still do it, just a bit harder with 3 dice.


You'd just need a third die to match the two you were already using. Know many gamers with just two six siders? LOL


No, but most buy them in pairs, such as all the current BT dice are. Like I said, not a huge problem, just an obstacle. Along with having to re-memorize all the tables.


Hit location and pilot checks would remain 2d6...it's only to-hits that would be 3d6. Give a broader band of numbers so all this munchkin' tech still has a chance of missing, making players rely on tactics more than equipment.
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PostPosted: 11-Apr-2016 19:42    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Here is the current percent chance to hit using rolls on 2d6:
2 100
3 97.22
4 91.66
5 83.33
6 72.22
7 58.33
8 41.66
9 27.77
10 16.66
11 8.33
12 2.77

Here are the percent chances to hit on 3d6:
3 100
4 99.53
5 98.14
6 95.37
7 90.74
8 83.79
9 74.07
10 62.50
11 50
12 37.50
13 25.92
14 16.20
15 9.25
16 4.62
17 1.85
18 0.46

3d6 works much better in a game where there are so many weapons giving massive advantages to hit and very few defenses that reduce chances to hit.
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PostPosted: 12-Apr-2016 00:19    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Wouldn't it be better to jut rebalance the muchkin tech?
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PostPosted: 12-Apr-2016 06:22    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Sleeping Dragon wrote:
Wouldn't it be better to jut rebalance the muchkin tech?


In my 30+ years of playing this game that has happened one time that I can recall, and that was eliminating the pulse/TC combo in some cases.
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PostPosted: 12-Apr-2016 07:04    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

So it's about as likely to happen as adding another die and increasing target numbers to keep the number of hits you receive about the same (because just rolling 3d6 would otherwise make you hit more often of course)?
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PostPosted: 12-Apr-2016 07:09    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Doing basic math and doing it fast are two different things for me plus this is not really what's fun on this game for me. If this was an attempt to tell me I'm having badwrongfun for not wanting to count more than necessary then... Rolling Eyes
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PostPosted: 12-Apr-2016 07:29    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Sleeping Dragon wrote:
So it's about as likely to happen as adding another die and increasing target numbers to keep the number of hits you receive about the same (because just rolling 3d6 would otherwise make you hit more often of course)?


I never said it was likely. I said they should do it. Not remotely the same thing.

And you wouldn't hit more often, you'd hit less often. Base gunner scores would start higher than they currently do, and each step closer to the lowest number increases your percentage chance to hit less on 3d6 vs 2d6.

It would put the focus back on tactics, which is what the game is supposed to be about.
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PostPosted: 12-Apr-2016 07:33    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Sleeping Dragon wrote:
Doing basic math and doing it fast are two different things for me plus this is not really what's fun on this game for me. If this was an attempt to tell me I'm having badwrongfun for not wanting to count more than necessary then... Rolling Eyes


You will quickly learn by just looking at the dice what the 3d6 combos add up to just as you know what the 2d6 combos add up to.

Feel free to have fun any way you want, but the game system is broken and has been for a very, very long time.
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PostPosted: 12-Apr-2016 08:49    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

That's what I meant by recalculating target numbers. You may still need to check modifiers for various technologies and terrain or movement. Is +1 modifier for light forrest enough to be felt or would it be better at +2? I don't think that addition of another die and one flat modifier to gunnery would fix everything.
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PostPosted: 12-Apr-2016 08:52    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

It's still a nono for me.
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PostPosted: 12-Apr-2016 10:53    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Sleeping Dragon wrote:
That's what I meant by recalculating target numbers. You may still need to check modifiers for various technologies and terrain or movement. Is +1 modifier for light forrest enough to be felt or would it be better at +2? I don't think that addition of another die and one flat modifier to gunnery would fix everything.


It fixes everything.

And I know this because I tested it. A lot.
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PostPosted: 13-Apr-2016 02:17    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

How large was the testing group?
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PostPosted: 13-Apr-2016 06:11    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Sleeping Dragon wrote:
How large was the testing group?


It's actually an irrelevant question, because large groups are only needed for sample size. That's not a relevant issue here.

Only two questions needed answering in testing something like this:

1) Does it slow each turn of the game down? And in the beginning, it did a tad. After a short while there was no discernable difference as the 3d6 math became just as second nature as 2d6 math.

2) Does it put a premium on tactics and less on the math? It did. Now mechs last a little longer (because it's a little harder to hit) and give a more balanced battle.
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PostPosted: 13-Apr-2016 06:41    Post subject: Re: Clan Prototype Streak SRMs Reply to topic Reply with quote

Not quite, because you could have skewed result. What worked for you may not be for everyone.
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