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#22 | |||
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Join Date: May 2018
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Quote:
Quote:
The numbers are actually only off when the attacker's DX is even and the defender's DX is odd, so to restore the precision: attacker gets +1 if their DX is even and the defender's is odd. It's fiddly but only players with even adjDX need to worry about it. The only thing players need to worry about now is recomputing their MODs when adjDX changes. Even/odd comparison and recomputing MOD is still less work than subtract & divide for each hit so I think it's a win. Also, since the lack of precision only occurs 25% of the time, you could potentially ignore it or make it an optional rule. By the way, I think it makes sense for players to write both MOD and ATK (MOD + 10) on their sheets. Here's a table for comparison: Code:
| Adx | Ddx | ATK | Dmod | ADJ | ceil((Adx-Ddx)/2)+10 | ATK-Dmod+ADJ | |-----+-----+-----+------+-----+----------------------+--------------| | 12 | 8 | 11 | -1 | 0 | 12 | 12 | | 12 | 9 | 11 | 0 | 1 | 12 | 12 | | 11 | 8 | 11 | -1 | 0 | 12 | 12 | | 12 | 10 | 11 | 0 | 0 | 11 | 11 | | 12 | 11 | 11 | 1 | 1 | 11 | 11 | | 11 | 9 | 11 | 0 | 0 | 11 | 11 | | 11 | 10 | 11 | 0 | 0 | 11 | 11 | | 10 | 8 | 10 | -1 | 0 | 11 | 11 | | 10 | 9 | 10 | 0 | 1 | 11 | 11 | | 9 | 8 | 10 | -1 | 0 | 11 | 11 | | 12 | 12 | 11 | 1 | 0 | 10 | 10 | | 11 | 11 | 11 | 1 | 0 | 10 | 10 | | 11 | 12 | 11 | 1 | 0 | 10 | 10 | | 10 | 10 | 10 | 0 | 0 | 10 | 10 | | 10 | 11 | 10 | 1 | 1 | 10 | 10 | | 9 | 9 | 10 | 0 | 0 | 10 | 10 | | 9 | 10 | 10 | 0 | 0 | 10 | 10 | | 8 | 8 | 9 | -1 | 0 | 10 | 10 | | 8 | 9 | 9 | 0 | 1 | 10 | 10 | | 10 | 12 | 10 | 1 | 0 | 9 | 9 | | 9 | 11 | 10 | 1 | 0 | 9 | 9 | | 9 | 12 | 10 | 1 | 0 | 9 | 9 | | 8 | 10 | 9 | 0 | 0 | 9 | 9 | | 8 | 11 | 9 | 1 | 1 | 9 | 9 | | 8 | 12 | 9 | 1 | 0 | 8 | 8 | Quote:
Last edited by zot; 10-27-2020 at 01:23 AM. Reason: clarificaitons |
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| idea, tft |
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