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(IR) 3rd IR, Turn 1 - 2 (thread 1)
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<blockquote data-quote="Creamsteak" data-source="post: 75628" data-attributes="member: 552"><p>To Edena,</p><p></p><p>There are advantages to using the dice method. I agree that you need a difinitively fair way to decide conflicts. Dice work, random probability works.</p><p></p><p>There are advantages to using a d6. A d6 are readily found anywhere, are the cheepest, and the most mass produced. A d6 are quickly read and can be rolled fast.</p><p></p><p>There are advantages to using a d10 or a d20. I feel that these dice leave you more room for circumstances. You can add a +2 or -2 to favorable odds such as having the high ground. This lets you keep the feel of creativity being important and valid.</p><p></p><p>I believe that for each day of the turn that fighting occurs you should only have to roll a certain number of dice. I hate to reference risk, but Risk made use of this. In DnD only 8 opponents can attack one unit at a time under normal circumstances. This would be my basis for saying that you can only have 8/1 odds on rolling. So the cap would be that in a day only 8PL per PL can be rolled.</p><p></p><p>That might be confusing... I'll do an example...</p><p></p><p>Me and Sollir, lets say we have 25 PL on one side and 425 PL on the other side. That means Sollir could hit me with all 400 PL but that left over 25 is over the 8/1 cap so it is not possible for him to hit me with that part. I was thinking 8/1 per turn is the most a unit can be hit with.... That sounds fair enough, and still allows a large force to quickly dominate a small force, but maybe not all at once....</p><p></p><p>So consider the d20, but you may just stick with the d6 because they are plentiful... and that is a major major major concern...</p><p></p><p>And consider my 8/1 damage cap.... seems fair enough....</p><p></p><p>Anyone else feel anything about either of these?</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 75628, member: 552"] To Edena, There are advantages to using the dice method. I agree that you need a difinitively fair way to decide conflicts. Dice work, random probability works. There are advantages to using a d6. A d6 are readily found anywhere, are the cheepest, and the most mass produced. A d6 are quickly read and can be rolled fast. There are advantages to using a d10 or a d20. I feel that these dice leave you more room for circumstances. You can add a +2 or -2 to favorable odds such as having the high ground. This lets you keep the feel of creativity being important and valid. I believe that for each day of the turn that fighting occurs you should only have to roll a certain number of dice. I hate to reference risk, but Risk made use of this. In DnD only 8 opponents can attack one unit at a time under normal circumstances. This would be my basis for saying that you can only have 8/1 odds on rolling. So the cap would be that in a day only 8PL per PL can be rolled. That might be confusing... I'll do an example... Me and Sollir, lets say we have 25 PL on one side and 425 PL on the other side. That means Sollir could hit me with all 400 PL but that left over 25 is over the 8/1 cap so it is not possible for him to hit me with that part. I was thinking 8/1 per turn is the most a unit can be hit with.... That sounds fair enough, and still allows a large force to quickly dominate a small force, but maybe not all at once.... So consider the d20, but you may just stick with the d6 because they are plentiful... and that is a major major major concern... And consider my 8/1 damage cap.... seems fair enough.... Anyone else feel anything about either of these? [/QUOTE]
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