LucasJamison
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« on: July 30, 2007, 02:19:46 PM » |
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So, any changes, additional rulings, etc, to the rules that haven't been posted elsewhere here?
Any chance of a complete list of current general clarifications/rulings/changes to things that aren't included in the AS3 book that's up?
Actually, a stickied thread in this section with a link to the downloadable rules (most current formal version), and a list of any/all changes not included in that collection, in the top post would be a great way for... well, me, but I would think others as well, to keep track of things.
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A specific questions that I wanted to follow up on: after almost a year of AS3 - how're the card pulls for Marksmanship (firing into a melee) being run, generally? It seemed a little unclear when the rules came out, just how that'd be done.
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wcshoe
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« Reply #1 on: July 30, 2007, 03:54:13 PM » |
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Marksmanship I: If you shoot into a melee of 6 people, attempting to hit one of them, you get 1 out of 6 chances to hit a target.
Marksmanship II: If you shoot into a melee of 6 people, attempting to hit one of them, you get 2 out of 7 chances to hit a target. 1 in 6, plus 1 extra chances to hit the target you chose.
Marksmanship III: If you shoot into a melee of 6 people, attempting to hit one of them, you get 3 out of 8 chances to hit a target. 1 in 6, plus 2 extra chances to hit the target you chose.
Etc...
If there are still modifications for S/M Mods, I didn't see them in my quick glance at 3.0 rules.
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LucasJamison
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« Reply #2 on: July 30, 2007, 04:13:42 PM » |
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How are those fractional chances actually being determined, though? Like - what's the mechanism?
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Alf Cunha
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« Reply #3 on: July 30, 2007, 07:21:20 PM » |
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** Apparently, you 'create' a randomizer (I suppose one card for every combatant plus one card for every level of Marksman would be simplest) and then pull to see who you actually hit.
** There was also an official "finalized" version of Warp Reality verbally announced at Converticon but I don;t believe anything has been put into print (I believe - not certain - that the Toon warping an effect warps an amount equal to the card pull, but must then deal with the remaining effect)
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Frigemall
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« Reply #4 on: July 31, 2007, 11:13:36 AM » |
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** There was also an official "finalized" version of Warp Reality verbally announced at Converticon but I don;t believe anything has been put into print (I believe - not certain - that the Toon warping an effect warps an amount equal to the card pull, but must then deal with the remaining effect)
Last I had heard, all of the effect is blocked by Warp Reality, but the amount of the draw is what can be converted into a bonus to any secondary stat except luck bonuses.
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LucasJamison
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« Reply #5 on: July 31, 2007, 11:17:18 AM » |
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** Apparently, you 'create' a randomizer (I suppose one card for every combatant plus one card for every level of Marksman would be simplest) and then pull to see who you actually hit.
Have you dealt with one yet? If not, know if someone has? It must have come up, in the past year... I guess you could modify your AC deck, if you have an LB on par with your marksmanship, use the 10s as "hit the one you planned on" and have one card for each of the potential accidents. Or otherwise carry spare cards to construct this as needed.
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Yuri_Prime
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« Reply #6 on: July 31, 2007, 11:48:18 AM » |
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Have you dealt with one yet? If not, know if someone has? It must have come up, in the past year... I guess you could modify your AC deck, if you have an LB on par with your marksmanship, use the 10s as "hit the one you planned on" and have one card for each of the potential accidents. Or otherwise carry spare cards to construct this as needed.
Or even dice. People who frequently use Marksmanship may want to carry an assortment of dice with them, say in all the friendly denominations. d4, d6, d8, d10, d12 and d20. Firing into a group of more then 20 people may be tricky, since they rolled one of the d100's about seven years ago, and while waiting for it to stop they just said the hell with it and rolled 2d10.
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LucasJamison
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« Reply #7 on: July 31, 2007, 12:06:36 PM » |
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Or even dice. People who frequently use Marksmanship may want to carry an assortment of dice with them, say in all the friendly denominations. d4, d6, d8, d10, d12 and d20. Firing into a group of more then 20 people may be tricky, since they rolled one of the d100's about seven years ago, and while waiting for it to stop they just said the hell with it and rolled 2d10.
The problem with dice, aside from messy issues with odd numbers and other combinations, is that it doesn't account for determining WHICH of the unintended targets gets hit if you miss the intended one.
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Yuri_Prime
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« Reply #8 on: July 31, 2007, 01:13:50 PM » |
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The problem with dice, aside from messy issues with odd numbers and other combinations, is that it doesn't account for determining WHICH of the unintended targets gets hit if you miss the intended one.
Assign numbers. Firing into a group of say.... Cassie, Danny, Bron, Cutthroat, and Vlad for example. Now, for the moment let us completely disregard the Size difference between these people, thus making it a level playing field. Assign the combatants each a number. Then roll (in this instance), a d6, and then just ignore any result of 6. Say you're aiming for Bron, and numbering from Left to Right, that makes Bron a 3. If you roll a 3 on a d6, you strike your target. Huzzah! If you roll anything else, except a 6, you hit them instead. Bummer! Mind you, this is a quick idea for a dirty fix that was birthed at work under the jurisdiction of "Captain Low Coffee Intake". I think I may want to solve that little problem now. Though, do you have any possible ideas for the solution to this problem? I hate to be the sole solution giver, I'd love to hear some more ideas.
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« Last Edit: July 31, 2007, 01:18:49 PM by Yuri_Prime »
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LucasJamison
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« Reply #9 on: July 31, 2007, 01:17:16 PM » |
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My gut reaction says that this method is statistically sloppy, and in the end gives slightly different odds than the 1/5 that Marksmanship would allow for in this case.
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Yuri_Prime
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« Reply #10 on: July 31, 2007, 01:21:59 PM » |
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Oh I'll agree with that in a heartbeat. It's not just statistically sloppy, but it's also a horrible idea for any die junkies out there. Just assign your target one of the sweet numbers, and the odds of a successful strike rise to challenge the heights of Olympus or something else epic like that. However, I also know that my solution is not going to be *the* solution, though someone may be inspired to the proper solution through these discussions.
So what is needed is a random draw element of absolute 1:1 probability of picking each random element, but at the same time it needs to be painless enough to not cause Combat GM's who aren't as well versed in Calculus as you or I to have a hemispherectomy at the sheer thought of the mathematical prospects.
Some of us are Math Jockeys, the rest of us run screaming into the gentle caress of the forgiving night at the prospect of anything close to statistics.
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« Last Edit: July 31, 2007, 01:23:42 PM by Yuri_Prime »
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Councilor and Head of House Octagon Premiere of the Soviet Union Prime Esper of the Soviet Army
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« Reply #11 on: July 31, 2007, 02:33:17 PM » |
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OK, as somebody who does this for a living, more or less, I'm not getting how rolling the d6 and ignoring the 6 is any different statistically from another way of achieving 1/5. Elegant it's not, but statistically equivalent by my math.
Linda
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Yuri_Prime
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« Reply #12 on: July 31, 2007, 02:36:45 PM » |
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I believe the good Jamison was referring to the usage of polyhedrons, rather then the flat math.
If that's the case, otherwise, yeah, I dunno...
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Councilor and Head of House Octagon Premiere of the Soviet Union Prime Esper of the Soviet Army
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