|
Armor
Mar 28, 2017 2:17:41 GMT
Post by sturat on Mar 28, 2017 2:17:41 GMT
Unless I'm reading it completely wrong, armor seems kind of useless. I realize the roll under the number of hits seems like a good way to avoid another stat or chart; it doesn't work.
For armor to have a 50% chance of stopping a one hit attack you would need AV8! That make sense if it's a sniper's attack, but for a "normal" firefight?
Armor is actually more effective against an attack producing more hits (sort of). You at least have greater chance of reducing the attack by a hit or two, but will likely be put OoA or severely wounded anyway.
I think one way for armor to work would be to give weapons different strength values. The armor value is how many positive rolls to exceed the strength value.
So, AV(S) where "S" is the strength of the weapon. If that's the correct notation.
As it is, armor seems pointless.And it prevented LCpl Gregor from getting over that wall and he got demoted to Pvt. for it.
Stuart
|
|
|
Armor
Mar 28, 2017 14:56:35 GMT
Post by Precinct Omega on Mar 28, 2017 14:56:35 GMT
I agree that, at the moment, Armour can seem a bit of a duff investment, but I would encourage you to look at the narrative before throwing it out entirely (although I'm open to re-thinking it).
Wounded(1) doesn't indicate actual injury. That's why it has no other effect. It indicates being given a bit of a shock that impedes your subsequent performance. The idea is that it should force a character to take an action to clear the status.
Where I happen to think things need a bit of a shift isn't in the Armour system (although I do think the odds could perhaps do with shifting somewhat - just haven't decided how, yet) but in the Recovery system. That's where I think the negative test isn't doing what I want it to. It's too hard for a low-A character to "shake off" Wounded(1) or Wounded(2) and too easy to shake off Wounded(3).
I'm inclined to look at slipping the odds for Armour to the right slightly (so if you have armour at all, you get +1 dice to your total armour roll). But as characters' Obscured level already boost their Armour Value (up to a potential +3) characters can already get this boost just by going prone at the end of their movement.
Meanwhile, shaking off Wounded(1) might become automatic. Shaking off Wounded(2) or Wounded(3) is already harder because you're at a negative mod to your Acuity from the effect - call the Doc! He or she not only usually has a higher Acuity but also gets a re-roll.
Also, I do rather want characters to die. Not very easily (not as easily as Grunts, for example!) but still quite easily. The game is supposed to be a challenge, after all, even on Easy mode!
|
|
|
Armor
Apr 10, 2017 13:50:33 GMT
Post by Precinct Omega on Apr 10, 2017 13:50:33 GMT
I'm experimenting with what's currently the negative test in ZD, possibly to instead adopt the same matching mechanic that's familiar from Horizon Wars. It was originally in the text of armour tests. I dropped it on the basis of keeping rules to a minimum because it doesn't work as a mechanic for other negative tests that don't have a target set of dice to cancel. Just working it out...
R.
|
|
|
Armor
Apr 25, 2017 19:07:27 GMT
Post by Precinct Omega on Apr 25, 2017 19:07:27 GMT
Problem solved by shifting to the counter-test.
|
|