What's Wrong?, John S. Cheung |
One of the kids left the tap running on an upstairs sink with a slow drain. So untold gallons of (hot) water flooded the entire bathroom before soaking through the floor and then flooding a good bit of the living room beneath. We now have 2 industrial dehumidifiers and a dozen high-speed fans about the house drying everything out for another couple of days. After that we'll start the repairs.
At least the basement is quiet.
I did manage to get a few things done on the game despite all this. Here's an updated comparative test chart to use on the reference sheet for the tests:
And the notes/instructions:
Obvious & Non-Obvious Rules Changes:To-Hit RollsNormal Shooting:Compare the Attacker’s BS to the Target’s Evasion (Ev).+1 Ev if the Target is Concealed.+1 Ev if the Target is Gone-To-Ground (GtG).+1 Ev if the Target is Outside the Attacker’s Awareness (Aw) Range.Close-Combat Shooting:Compare the Attacker’s BS to the Target’s Ev.+1 Ev if the Target is Concealed and/or GtG.
6+6 RuleImpossible Shots:Rolling a 6, and then another 6, always hits the target.Normal Shots:Rolling a 6, and then another 6, lets the Attacker allocate those hits.Automatic Shots:Target is hit automatically. Rolling a 6 lets the attacker allocate those hits.Armor SavesNormal & Close-Combat Shooting:Compare Defender’s Armor (Ar) to attacking weapon’s AP.If Target has no Armor (Ar = 0), use Ev (with modifiers) instead.Melee Attacks:Compare Defender’s Ar to attacking weapon’s AP.If Target has no Armor, Target is penetrated automatically.1+6 Rule For Automatic Saves:If the Defender rolls a 1 on his save, an Attacker roll of 6 will always penetrate.
- Range bands are out. We're going to say that if the target isn't within you're Awareness range, it's a long range shot. I'm doing this to simplify the unit profiles and reduce the amount of stuff that you have to remember.
- You won't get more than a 1-point Evasion bonus in Close Combat. Even if you're GtG.
- No more Auto-Miss if you roll a 1 followed by another 1. It's a game slower, and isn't nearly as important as being able to get off the odd impossible shot with a 6+6.
- If you would normally hit automatically, you just have to roll a 6 to allocate the hit.
- Switched up the rule for impossible armor penetrations from don't roll 2 ones in a row to letting the attacker try and roll a 6 if the defender rolls a 1. Not as elegant maybe, but I think that it will be more fun.
I'm starting to wonder if we should go to a more finely grained 6+n system. Such that if you need to roll a 7 to-hit, you would need to roll a 6+2. While for a 9, you would need to roll a 6+4. Dunno yet. But I'm not going to be making any changes here anytime soon. Just thinking about it. :)
Thoughts?
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