*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 09:30:43 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: 1 [2]
Print
Author Topic: Shooting Accuracy  (Read 1317 times)
Zoetrope10
Member

Posts: 32


WWW
« Reply #15 on: June 11, 2004, 07:29:43 AM »

Dauntless, you wrote:

Quote
In other words, your emotional state gives the base chance, and your marksmanship gives you a modifier.


To me it seems that there are two skills involved, marksmanship and courage under fire. On the range, marksmanship is the relevant skill. In a firefight, whichever is the lowest of marksmanship and courage under fire is the relevant skill.

René
Logged
Dauntless
Member

Posts: 139


« Reply #16 on: June 11, 2004, 01:47:49 PM »

AdAstra-
Very intriguing system you've got there.  I like how the effect of one task can cascade and affect the others.  I've been trying to think of something similar myself, but with my system (I don't have Dice Pools) it doesn't seem to work very well.

I wouldn't worry about it taking too long to resolve.  The biggest time waster will be the players trying to figure out how many dice to allocate.  I don't think the actual die rolling itself and the calculations will be that bad.  Plus, the tension created by rolling the dice is fun in itself.  So I think the real time issue here is how long it takes the players to decide how many dice to allocate.  I'd use the old countdown method....count to 10, and if they haven't declared it by then, they get no dice and just hold.
Logged
Pages: 1 [2]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!