• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

High Guard edit #2: Most attacks are tasks

robject

SOC-14 10K
Admin Award
Marquis
Instead of
- Roll the dice, consult the tables

We have
- Roll 2D + Mods > Target Number to succeed.

This works on most, but not all, tables.
 
Last edited:
Instead of
- Roll the dice, consult the tables

We have
- Roll 2D + Mods < Target Number to succeed.

This works on most, but not all, tables.

This is quite similar to MT system, where most were tasks defined as (IIRC) difficult, DMs (from table, computer, agility, etc...), opposite, instant.

BTW, its Roll 2D + Mods < Target Number to succeed or Roll 2D + Mods > Target Number to succeed? In CT you usually have to roll high...
 
This is quite similar to MT system, where most were tasks defined as (IIRC) difficult, DMs (from table, computer, agility, etc...), opposite, instant.

BTW, its Roll 2D + Mods < Target Number to succeed or Roll 2D + Mods > Target Number to succeed? In CT you usually have to roll high...

Yeah, reverse the polarity, there. I'm operating on less sleep, so I default to T5 mode. But you're right, it's 2D > Target.
 
Making the roll a task isn't the main problem, it's finding a way to resolve 100 batteries or more firing without rolling 100 tasks or resorting to a statistical resolution which removes the need for a roll at all.

The two methods that I've toyed with are a logrithmatic scale (much like original HG1 tried to do) and the other is based on number of standard deviations from the mean assuming a normal distribution for hits.
 
Making the roll a task isn't the main problem, it's finding a way to resolve 100 batteries or more firing without rolling 100 tasks or resorting to a statistical resolution which removes the need for a roll at all.

The two methods that I've toyed with are a logrithmatic scale (much like original HG1 tried to do) and the other is based on number of standard deviations from the mean assuming a normal distribution for hits.

THat's what I said I like from MgT vollyes systems. They add the total of identical weapons, and with a single roll, modified by armor, distance, fire control, etc..., determine how many hits they achieved. A single roll for all the identical weapons used, be them 10 turrets or 300 triple ones.
 
THat's what I said I like from MgT vollyes systems. They add the total of identical weapons, and with a single roll, modified by armor, distance, fire control, etc..., determine how many hits they achieved. A single roll for all the identical weapons used, be them 10 turrets or 300 triple ones.

That's essentially how T5 does it, too.

That is a separate thread. A "destructive" edit to HG, if you will.
 
Making the roll a task isn't the main problem, it's finding a way to resolve 100 batteries or more firing without rolling 100 tasks or resorting to a statistical resolution which removes the need for a roll at all.

My approach to statitstical resolution is only to allow the statistical resolution to be used up to the nearest whole number of hits. There will usually be a few rolls "left over" which are not expected to produce hits ... but you make those rolls to see whether they add one (or more) hits against statistical expectations.

Where the number "left over" is very large, I also allow "counting back". i.e. If we would have had a statistical expectation of 17 hits "if only we had had three more batteries" then I allow an assumption of 17 hits, but roll for the three "missing" batteries to see if any of them contributed to the 17 hits. For each of the "missing" batteries which scores a hit, you reduce the total of 17 by 1 ...
 
Back
Top