Author Topic: Randomizing the Stat Losses  (Read 1616 times)

Daemion

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Randomizing the Stat Losses
« on: 03 March 2012, 15:49:32 »
So, one of the things that bothers me about the combat dial is the static nature of the stat damage. It's the same story every time.

Get's boring. One of the reasons I like BT is that it's different all the time.

So, with an eye to randomizing the damage, but trying to keep it simple and retain the flavor of MWDA or as much of the stats as possible, I put some thought into the problem.

At first, I wanted to go with BT Record sheets and use a crit-damage flow-chart based of damage to the center torso.

However, after looking at a few dials, I came up with two potential options, and each deals with a damage threshold, and critical hits.

In both cases, it's a good idea to get a unit's starting stats, and write them down on a piece of paper including gear.

Dedicate six lines to a crit table for mechs, and four lines for vehicles and infantry. Each one will be numbered sequentially 1-6, or 1-4. Line six will always be 'No Effect'.

Assign each stat a line, keeping track of gear and value changes. Then, give each gear and value change a value determined on the desired method below.

Take 1 - Damage Threshold.

Each gear has a number of clicks before it disappears. Same with drastic stat loss, like the reduction of an attack or damage value to 0. Each value decreases at a roughly equal rate.

Count the number of clicks for each gear and each stat before it changes. That is your damage threshold, and list them on a piece of paper. Every time a unit takes damage, roll on the BattleTech Determining Critical Hits chart with a +5 modifier.

Then, for each crit, roll a d6 for Mechs, or a d4 for other units, and consult the table you created above. Where the damage the mech has sustained for the duration of the game (IE, how many clicks it has taken since the start, or, how many total health boxes it has marked off if you're tracking on paper) compare that to the thresholds and apply the stat effect or gear loss which applies.


Take 2 - Critical Threshold

Like take one, count out the clicks where stats change, but this time, add 2 to the final value, but to a maximum of twelve.

For every click or point of damage, roll once on the critical table, and the item, roll 2d6. Compare the dice result to the thresholds, and apply the effect that is equal to or less than the die result.



I actually have a few of these worked out. My first attempt was a slight modification of both of the above. It was interesting, but I wanted to simplify it.

I'll post some examples on Monday, as I don't have time now, nor the info with me.

Thoughts?
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Daemion

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Re: Randomizing the Stat Losses
« Reply #1 on: 05 March 2012, 17:33:23 »
So, let's use one my group tried in a quick playtest last night.

The Dragon's Fury ForestryMech MOD

So, if you go through, you find:
- The primary damage loses the Melee Specialist gear at click 5, 1 point of damage at click six, and goes straight to 0 at click 7.
- The secondary damage loses 1 point of damage at click 3, and drops to 0 at click 4.
- The movement drops by one point practically every 2 points of damage, and the Camouflage gear is lost on click 9
- Attack is reduced at a steady 1 point per click, roughly.
- Defense is also reduced at a steady 1 point per click, roughly.

So, with that, you'd have a crit table like this:
Roll - Stat                    -  Effect (Threshold)
1 - Primary Damage:       Gear (5) /  -1 (6)  /  -3 (7)
2 - Secondary Damage: -1 (3)     /  -3 (4)
3 - Movement Points:     -1 (2)  / Gear (9)
4 - Attack:                      -1 (1)
5 - Defense:                   -1 (1)                       
6 - No Effect

Of course, if you wanted to be very specific about crit effects:
Movement would look more like   -1 (2)  /  -2 (4)  /  -3 (6)  /  -4 (9)
Attack would look more like          -1 (1)  /  -2 (2)  /  -3 (3)  /  -4 (5)  / -5 (8)
Defense would look more like       -1 (1)  /  -2 (2)  /  -3 (3)  /  -4 (4)  / -5 (5)  /  -6 (7)  / -7 (9)

I did it the way above so that the crit effect would still only be gradual. But, if you like the idea about potential instant immobilization, or defense or attack loss, then add the full list and go for the closest that applies. (You could also apply it like the heat table, giving each threshold a simple -1, and having each one that applies stack. Eg: Defense would look more like       -1 (1)/(2)/(3)/(4)/(5)/(7)/(9)  )

Also note that Salvage only takes effect if the unit has neither a primary or secondary damage value above 0, although I did toy with the idea of a 'cripple shot' crit that renders a unit as salvage in spite of its current condition. (Let me know what you think on that regard.)

A hard and fast modification for the Crit Threshold method is to add 2 to the threshold values, to a max of twelve. Since you'll be rolling 2d6 to see what crit, if any, takes effect, I wanted to leave room for failure.

Feed back is always welcome.





It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

I helped make a game! ^_^  - Forge Of War: Tactics

 

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