10-28-2020, 07:25 PM | #41 | |
Join Date: May 2015
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Re: Chris Rice's suggestion for to-hit rolls
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10-29-2020, 01:25 AM | #42 |
Join Date: May 2018
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Re: Chris Rice's suggestion for to-hit rolls
It feels that way but that's not really true because the result is exactly the same as your system when you apply the adjustment (-1 attack if both are odd)... Strange, isn't it?
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10-29-2020, 02:11 AM | #43 | |
Join Date: May 2018
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Re: Chris Rice's suggestion for to-hit rolls
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10-29-2020, 12:43 PM | #44 | ||
Join Date: May 2015
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Re: Chris Rice's suggestion for to-hit rolls
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I have been talking about your later proposal where you wrote: Quote:
Both because of that, and because other things you wrote have me thinking you're not even talking about the same version of your suggestion as I have been, I have not analyzed your idea that it completely compensates for the difference. If I _am_ right about which version of your suggestion we are talking about, then my first thinking about it seems like it would not, since you're saying it affects 1/4 the cases, but I see 1/2 of the cases as being different. |
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10-30-2020, 04:57 AM | #45 | |||
Join Date: May 2018
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Re: Chris Rice's suggestion for to-hit rolls
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Here's yours (inner cells = ceiling((attacker-defender)/2) + 10): Code:
| DX | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | |----+----+----+----+----+----+----+----+----+----| | 16 | 14 | 14 | 13 | 13 | 12 | 12 | 11 | 11 | 10 | | 15 | 14 | 13 | 13 | 12 | 12 | 11 | 11 | 10 | 10 | | 14 | 13 | 13 | 12 | 12 | 11 | 11 | 10 | 10 | 9 | | 13 | 13 | 12 | 12 | 11 | 11 | 10 | 10 | 9 | 9 | | 12 | 12 | 12 | 11 | 11 | 10 | 10 | 9 | 9 | 8 | | 11 | 12 | 11 | 11 | 10 | 10 | 9 | 9 | 8 | 8 | | 10 | 11 | 11 | 10 | 10 | 9 | 9 | 8 | 8 | 7 | | 9 | 11 | 10 | 10 | 9 | 9 | 8 | 8 | 7 | 7 | | 8 | 10 | 10 | 9 | 9 | 8 | 8 | 7 | 7 | 6 | Code:
| DX | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | AT | DF | | ADJ | even | odd | |----+----+----+----+----+----+----+----+----+----+----+----+ +------+------+-----| | 16 | 14 | 14 | 13 | 13 | 12 | 12 | 11 | 11 | 10 | 13 | 3 | | even | 0 | 0 | | 15 | 14 | 13 | 13 | 12 | 12 | 11 | 11 | 10 | 10 | 13 | 2 | | odd | 0 | 1 | | 14 | 13 | 13 | 12 | 12 | 11 | 11 | 10 | 10 | 9 | 12 | 2 | | 13 | 13 | 12 | 12 | 11 | 11 | 10 | 10 | 9 | 9 | 12 | 1 | | 12 | 12 | 12 | 11 | 11 | 10 | 10 | 9 | 9 | 8 | 11 | 1 | | 11 | 12 | 11 | 11 | 10 | 10 | 9 | 9 | 8 | 8 | 11 | 0 | | 10 | 11 | 11 | 10 | 10 | 9 | 9 | 8 | 8 | 7 | 10 | 0 | | 9 | 11 | 10 | 10 | 9 | 9 | 8 | 8 | 7 | 7 | 10 | -1 | | 8 | 10 | 10 | 9 | 9 | 8 | 8 | 7 | 7 | 6 | 9 | -1 | Quote:
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It's really a fine point, I think. Subtracting DX and halving isn't SUCH a big deal but it just feels clunky to me, more so than subtracting a small number from AT and, if your DX is odd, subtracting one if the defender's DX is also odd. |
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10-30-2020, 05:31 AM | #46 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Chris Rice's suggestion for to-hit rolls
These days I don’t bother with a table, I just look at the difference between the DX scores. Let’s say DX14 fights DX 10: difference is 4. Split it 2 each. Higher DX adds to 10 base so 10 + 2 = 12. Lower DX subtracts from 10 base so 10 - 2 = 8.
If the difference is odd, the higher DX gets the extra point. This is very simple to do in your head in just a moment. |
10-30-2020, 07:27 AM | #47 | |
Join Date: May 2018
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Re: Chris Rice's suggestion for to-hit rolls
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I get Skarg's point that you do need to track 1-point variations in DX. My approach does that but requires recomputing AT and DF numbers when your DX changes. Since that can happen many times in a combat because of situational modifiers, I wonder if it's going to end up requiring a lot of updates to those numbers. I'll just have to try a test with this way of thinking about it and see how it feels. It's not really fair for me to just test my approach and then compare it to what I think using other approaches might be like... |
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idea, tft |
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