anyway.



thread: 2006-11-26 : Mechaton campaign: battle 2

On 2006-11-29, NinJ wrote:

I'm OK with those rules. The reason it's the last person is that the last person to move to a point in space is obviously the attacker.

I think the thresholds are probably great. What's showing here are some differences in design philosophy between you and me. I feel like things should be a quick formula: x=y; where you don't mind little lookup tables. I also like to reduce the amount of randomness while you like to maintain it.

You know, it could be that a movement of 4-6 gives you an extra d6 for every space of movement, and 7+ gives you an extra d8 for every point of movement, so a movement of, say, 10 (really haulin') gives you three red d6s and four red d8s.

See, here's the thing: I think this is the awesomest part of vector combat and I want to encourage it. I also really love the image of a guy punching through another guy in a last-ditch effort, hence my first idea each point adding a damage die.

I mean, your object is to get going as fast as you can to hit a guy. What are the chances you're going to get your dude back in control once you've destroyed the dude?



 

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