11-21-2021, 07:35 AM | #11 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
|
Re: Question - can dice be required on low-risk moves?
The rules currently say that a driving roll might be required after every movement point. This changes the might to a must. Many players will have already internalized NOT checking for a driving roll on low-risk moves (unless they are accustomed to using terrain/hazards, which many casual players will never touch). It's asking all players to reprogram their understanding of a core gameplay element (movement), and therefore the change should be made prominent, rather than hiding it in the FAQ.
|
11-21-2021, 12:46 PM | #12 | |
Join Date: Jan 2009
Location: Sacramento metro, California
|
Re: Question - can dice be required on low-risk moves?
Quote:
There's a difference between obvious typos that players can usually read through, rules which need to be clarified for special cases (hazards and terrain in Car Wars) and rules which are fundamental and need to be clear. When playing with hazards and terrain, those dice matter. I did a 13-point duel using Road Tiles and just having part of the car off the road portions and rolling a single blue die for terrain led to Out of Control situations and major damage to vehicles. Dropped weapons would be worse--sounds like I should find some live human players and we should play a game heavy on dropped weapons since I have that pack. . .
__________________
Currently Running: Without Number family games which use a lot of GURPS material for details when the players start asking(online, sporadically) Waiting For: Schedule Sanity to Play Car Wars and my Fnordcon special alt Car Wars cards! |
|
11-22-2021, 06:56 AM | #13 | ||||||
Join Date: Nov 2011
Location: Frederick, MD
|
Re: Question - can dice be required on low-risk moves?
Quote:
Quote:
The obvious way to smooth things out would be to have players roll speed dice for each and every movement. That addresses the discontinuity, but would be quite terrible for play! How much of a hazard (change in level) is that blue die suppose to represent? Is it more like running over a 2"x4" piece of lumber or hitting a curb? Regardless, at speed, it still seems like there should be something between 6 dice and 0. Game play works as-is, so I am not going to stress about it. But I also do not like that it very much seems to me that a single D4 90° turn is much, much safer than two D2 45° turns. Am I missing something? At speed 4, D4 maneuver is 8 dice, but two D2 is 12 dice! If 3x D1, then 15 dice. Again, the game play works, but this seems disconnected from physics and real-life experience. I remember reading a while back that the idea is a player might take the D2, see how it goes, then evaluate if they are up for another D2. So maybe play works as intended? At present, my comfort with attempting 90° turns at speed is interfering with my willing suspension of disbelief… Quote:
Quote:
Quote:
Quote:
Last edited by beetle496; 11-22-2021 at 08:34 AM. Reason: clarity |
||||||
11-22-2021, 08:20 AM | #14 | |
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
|
Re: Question - can dice be required on low-risk moves?
Quote:
The best (and also the worst) answer is that a blue die represents a 50/50 chance you lose a control token. What that means depends on your speed and your control status at the time you lose the token. |
|
11-22-2021, 12:08 PM | #15 | |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
|
Re: Question - can dice be required on low-risk moves?
@kjamma4
Well put. It simply represents additional risk. @beetle496 Quote:
One D4 at speed 4 risks up to 9 [skids/tire damage] and yields 1 ace token. The D4 is an all-in gamble.It all depends on where you need your car to be and the risks you're willing to take. Regarding my proposed driving roll rule revision: It definitively *is* a change to how driving rolls currently work, despite the practical on-the-table usage remaining nearly identical, and I cannot rely on new players having access to — or any knowledge of — a prior ruleset. |
|
11-22-2021, 01:20 PM | #16 | |||||
Join Date: Nov 2011
Location: Frederick, MD
|
Re: Question - can dice be required on low-risk moves?
Quote:
I thought I was asking a pretty straightforward question, because if “adding a die” is more like hitting a curb (or maybe running over significant piece of wreckage, like a bumper), then I was missing what was meant to be modeled with the rules. It doesn’t seem to me like this particular aspect of the game needs to be quite so abstract, when most of us have experience driving. OTOH, I am all for cinema physics over realism. In summary, I do think it is okay for a 13° slight turn to be zero dice, but a 16° turn to be six dice. It is a game, players know the rules, and can plan accordingly. I just am trying to work out the rationalization a little bit better. Quote:
Quote:
Quote:
Last edited by beetle496; 11-22-2021 at 01:26 PM. |
|||||
11-22-2021, 03:09 PM | #17 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
|
Re: Question - can dice be required on low-risk moves?
You will average 3.83 [bad] results per D4 turn.
You will average 2.17 [bad] results per D2 turn (so 4.33 for two D2s in a row). Let's presume that, for whatever reason, you must make a 90-degree turn within the next two movement points, and you are faced with a fair choice between a D4 or two D2s: All things being equal, making the D4 is better. However, you may have equipment/crew that can mitigate bad die results, and that can make two D2s the better choice. Ranger, for example, lets you remove one die entirely from each roll...so if you remove the green die each time, it reduces the combined average from 4.33 [bad] results down to 3.33 [bad] results. |
11-22-2021, 03:12 PM | #18 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
|
Re: Question - can dice be required on low-risk moves?
My rationalization for why there's such a big difference between a slight turn and a D1 is that this is a game and was never intended to be a simulation of real-world physics. Vroom vroom pew pew!
|
11-23-2021, 05:01 AM | #19 | ||||
Join Date: Nov 2011
Location: Frederick, MD
|
Re: Question - can dice be required on low-risk moves?
Quote:
Quote:
Quote:
Quote:
|
||||
11-23-2021, 09:16 AM | #20 | |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
|
Re: Question - can dice be required on low-risk moves?
Quote:
A D1 turn at speed 4 has an average of 1.83 [bad] results, so 3xD1 averages 5.5 [bad] results. The same logic applies — if you have, via equipment or circumstance, the freedom to safely take a greater number less-severe turns...you should. |
|
|
|