- A "to-hit" check, using "roll high, modify target".
- A "penetration" check, using "roll high, modify result". Just to make things extra confusing, for this one it's necessary to beat the target and not just match it.
- A damage control (or command) check, using "roll low, modify result".
Three different systems, three totally different implementations. That's pretty unusual in games today. The only mechanic missing from the list is the rarely-encountered "roll low, modify target" method, which is the one I actually like best!
I'm kind of curious why the designer used such a piecemeal approach, but I think I have my own idea. For the to-hit roll, it's often necessary to roll identical guns from the same ship against two different targets. For the penetration roll, it's necessary to roll different guns against the same target. This is something I encountered during the design of a morale system for the fast-combat system I wrote over the summer. All of a sudden, I wanted to apply a single roll against a variety of different targets, and suddenly a "modify target" system made perfect sense. And so I can respect the decision.
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