Trial DitS Game Mechanics: Difference between revisions
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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.<br> | 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.<br> | ||
==Combat== | ==Combat== | ||
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2. Dogfight Phase<br> | 2. Dogfight Phase<br> | ||
Short range combat, full use of all applicable stats likely<br> | Short range combat, full use of all applicable stats likely.<br> | ||
3. Other Combat Phase (EW, BVR, Ground)<br> | 3. Other Combat Phase (EW, BVR, Ground etc.)<br> | ||
Long range combat, electronic warfare, air to ground/ground to air, generally stuff that doesn't usually affect dogfights that much. (Either you risk blowing up your own planes, or the range is short enough that you're relying on visual rather than instruments anyway) | |||
4. Maneuver Phase<br> | |||
Changing ranges. Opposed speed roll if opposed, auto change if both want the same change, normal roll if otherwise.<br> | |||
Action economy:<br> | |||
Every additional use of a stat incurs a die-reduction penalty (-1 die per additional action that uses the same stat). You can't dodge forever! | |||
==Numbers== | |||
Full revamp to skills and weapons numbers required! |
Latest revision as of 02:27, 5 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.
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 etc.)
Long range combat, electronic warfare, air to ground/ground to air, generally stuff that doesn't usually affect dogfights that much. (Either you risk blowing up your own planes, or the range is short enough that you're relying on visual rather than instruments anyway)
4. Maneuver Phase
Changing ranges. Opposed speed roll if opposed, auto change if both want the same change, normal roll if otherwise.
Action economy:
Every additional use of a stat incurs a die-reduction penalty (-1 die per additional action that uses the same stat). You can't dodge forever!
Numbers
Full revamp to skills and weapons numbers required!