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p332.jpgGoal 1) to allow the shot to kill at any effective range

Goal 2) to model wounds in a simple, easy to track way

Goal 3) to increase weapon lethality at closer range

Goal 4) to aggregate fire from a group and resolve that group fire quickly

Goal 5) to allow individual sniping with a good chance of success – where sniping would be a specific personalisation of a figure, not a general skill.

Goal 6) to represent the historical truism that Renaissance armies disintegrated from the back – more people ran than were killed by enemy action.

The last one is the easiest. For every figure killed by gunfire, another figure automatically quits the square. This is a rule that I will keep.

To model the first point is the tricky one, because it implies a good deal of luck. But it cannot be so wild that it causes the player to lose faith in tactical play. We want a bell curve, in other words. One that gives a majority of results in the expected, planned outcome zone, but allows lucky or unlucky outliers. One of the ways to do this is to roll a lot of dice; the bucket-o-dice system. Up Front does this on the cards with + or – factors specifically bell-curve calculated. This could be done with target values on d6’s only being 1 or 6 and rolling at least 6 of them. But there’s something about it that does not ‘feel’ right for More Escarmouche. I don’t know why.

This is why I have disinterred FUDGE dice. I’ve been rolling handfulls of dice of various denominations this evening. 4 FUDGE dice can shift a factor four to a kill or a nothing, but most of the time it causes no change. This is a desirable result.

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