Trial DitS Game Mechanics: Difference between revisions
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Created page with "Disclaimer: All subject to change at this point.<br> ==Dice System== Change to Storyteller-esque D10 dice pool, where you roll [stat] number of D10s against target numbers. Thi..." |
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More structured combat, good or bad?<br> | More structured combat, good or bad?<br> | ||
1. Initiative Phase<br> | |||
Roll for Initiative, Speed (not Wits)<br> | |||
2. Dogfight Phase<br> | |||
Short range combat, full use of all applicable stats likely<br> | |||
3. Other Combat Phase (EW, BVR, Ground)<br> | |||
4. Maneuver Phase<br> |
Revision as of 22:23, 4 June 2011
Disclaimer: All subject to change at this point.
Dice System
Change to Storyteller-esque D10 dice pool, where you roll [stat] number of D10s against target numbers. This should reduce the wide gulf in capabilities somewhat when the difference in dice is two or more.
How should pre-existing modifiers fit into this system?
Combat
A return to the advertised "use the relevant stat" instead of just rolling Attack when attacking and Defence/Mobility when defending.
More structured combat, good or bad?
1. Initiative Phase
Roll for Initiative, Speed (not Wits)
2. Dogfight Phase
Short range combat, full use of all applicable stats likely
3. Other Combat Phase (EW, BVR, Ground)
4. Maneuver Phase