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 Post subject: Speeding up the game
PostPosted: Sat Jan 06, 2018 1:31 pm 
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Stratego
Stratego

Joined: Sat Nov 10, 2001 8:00 pm
Posts: 10855
Location: Ft. Hood Texas
Okay so had an idea, what if we used a D12 with the locations on it in place of the numbers. You calculate the to hit numbers and when you roll, you roll the to hit dice and the D12 for location.

Similar idea, but one that keeps the chart per-say and adds in two extra DIFFERENT color dice for location all rolled when you roll to hit.

So if you miss, then you miss, but I think this might speed up things, cut down on dice rolls and charts needing to be consulted.

Thoughts?

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 Post subject: Re: Speeding up the game
PostPosted: Sat Jan 06, 2018 4:25 pm 
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Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
the Problem is that a head-hit is about 1/36 Chance
with your idea it would be 1/12
that does not look to good for me.
if i want Things to be faster id use a Computer to roll dice for me
you have to calculate the base to-hit anyway, instead you enter the conditions. press a button and get the result.
even simpler: when the computer follows the game it could also do the bookkeeping.
like playing the game on a computer, but instead you use miniatures on a board.the computer just does the math and dice-rolling.
then there is the program "tabletop simulator" on steam.it simulates a tabletop with whatever you like.
battlemechs are available, so are hexmaps. its only a matter of time untill somebody does the scripts to actually play BT on a virtual board.
this also has the advantage that several players could play on the same virtual board.
no need for the players to be in the same room.
this also helps with finding oponents, without having to travel.

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 Post subject: Re: Speeding up the game
PostPosted: Sat Jan 06, 2018 10:20 pm 
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Major General
Major General

Joined: Mon May 20, 2002 8:00 pm
Posts: 939
Location: Keene, NH
Quote:
the Problem is that a head-hit is about 1/36 Chance
THIS.

Mind you, a D12 could speed up CRIT location hit rolls, but not enough to matter. But HIT locations? Remember 2D6 is a scale.
Code:
 2 = 1 in 36, 1+1 
 3 = 2 in 36, 1+2, 2+1
 4 = 3 in 36, 1+3, 2+2, 3+1
 5 = 4 in 36, 1+4, 2+3, 3+2, 4+1
 6 = 5 in 36, 1+5, 2+4, 3+3, 4+2, 5+1
 7 = 6 in 36, 1+6, 2+5, 3+4, 4+3, 5+2, 6+1
 8 = 5 in 36, 2+6, 3+5, 4+4, 5+3, 6+2
 9 = 4 in 36, 3+6, 4+5, 5+4, 6+3
10 = 3 in 36, 4+6, 5+5, 6+4
11 = 2 in 36, 5+6, 6+5
12 = 1 in 36, 6+6
It's important to realize that. It also helps to know what the odds are for rolling greater than or equal to:
Code:
12 = 1 in 36
11 = 3 in 36
10 = 6 in 36
 9 = 10 in 36
 8 = 15 in 36
 7 = 21 in 36
 6 = 26 in 36
 5 = 30 in 36
 4 = 33 in 36
 3 = 35 in 36
 2 = DUH!
Hence why even with a 2 gunner if you ran, and the enemy jumped 7 into the edge of a dense woods hex, at medium range with no other modifiers don't waste ammo based weapons fire on the target. That's not 1 in 12 odds of hitting, that's 1 in 36.

Don't feel bad about not knowing that, a LOT of gamers miss that little detail about rolling multiple dice. It's even MORE confusing in systems like White Wolf where you are rolling multiple dice but NOT adding them together. 3d6 is fun too since the odds of a natural 3 (or natural 18) is 1 in 216.

In fact, that lack of understanding is why LB-X in Mechwarrior 3 before they patched it were so riduculously overpowered. they used random(12) instead of random(6)+random(6) meaning a -10x or pair of -5x could in one or two blasts trigger either a CT(C) or H. Most deadly configuration was a summoner with 5 jump, 5 LB-5X, and the ammo to use them.

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It seems very queer that we invariably entrust the writing of our regulations for the next war to men totally devoid of anything but theoretical knowledge.[/i][/color][/size]


Last edited by deathshadow on Sat Jan 06, 2018 10:25 pm, edited 1 time in total.

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 Post subject: Re: Speeding up the game
PostPosted: Sat Jan 06, 2018 10:22 pm 
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Stratego
Stratego

Joined: Sat Nov 10, 2001 8:00 pm
Posts: 10855
Location: Ft. Hood Texas
Cool, input thanks guys, like I said it was an idea. It needs works.

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Karagin-

Darkness is a friend of mine. Sometimes I have to beat it back, or it would overwhelm me. Shirley Meier

[url]http://karagin12.livejournal.com/[/url]

The Wookiee, he's not wearing any pants!

[img]http://www.heavymetalpro.com/countries/mil-army.gif[/img]


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 Post subject: Re: Speeding up the game
PostPosted: Mon Jan 08, 2018 8:15 am 
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Antisocial General
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Joined: Mon Mar 17, 2003 8:35 am
Posts: 7883
Location: MLC, Lyran Alliance.
Meanwhile in the real 20th and 21st centuries, modern main battle tanks have integrated targeting systems with like 80% probability of scoring a first round hit at 1000+ meters while moving. Go figure.

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