13th July 2009, 07:38 PM
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#65 (permalink)
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| Arch Chancellor
Join Date: Jan 2002 Location: Oldenburg, Germany
Posts: 12,863
| Quote:
Originally Posted by Elephant I'd say 1-12. Using twelve as the base, you can take one-fourth, one-third, *and* one-half without resorting to decimals.
Edit:
Morrus - I have a couple of suggestions for the bombers. First, when a bomber misses its target, make it so each adjacent hex is equally likely the one to be hit -- use 1-6 or 1-12 for this.
Second, depending on how accurate bombers should be, make either a 7 or a 13 a hit, and use the attack roll to see where the miss goes, too.
Example: I'm piloting a TIE bomber, dropping a proton bomb on a Rebel base. I need to roll a 7 or higher to hit, but all I get is a 3. Using that 3, I consult the updated chart for bombing misses, and I see that the bomb lands in the 120 degree hex (the one labeled '5' in the current miss chart).
Edit2: Another thing to consider is using a d12 for bombing runs. 1-6 misses with equal chance to hit any adjacent hex; 7-12 hits the target.
What do you think? | I am not sure what your goal of the rule is? You want to simplify determining the "scatter" roll?
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