scratched on the wall for all to see

11:05 am - Some basics of the vehicular system I've been playing with...

...first off, how to calculate the cost of dice...

An 'imaginary 1' akin to IronClaw or JadeClaw is free, it costs 0 points, and is effectively ignores by the entire rules-set. But it does allow for pre-designing a slot on a frame to, for example, force a cargo ship to have cargo, akin to the way MechWarrior 4 usually have most slots forced to a certain type so a Mad Cat Mk. II will be a missile-boat, for example.

1d12 costs 10 points, 2d12 costs 15 points more, 3d12 costs 20 points more, 4d12 costs 25 points more, and 5d12 costs 30 points more. The progression has a decently rounded curve, increasing in slope 3-fold over it's progression, with 5 individual lines forming the curve.

The cost of individual dice is built around the idea of having to 'fill up' an individual slot before you can add anything to a later slot. Basically, to fill up the 'first die' costs 2 points per die size, then you have one maximized die, 1d12. To start building up to 1d12+d4 up to 2d12 costs 3 points per die size, then 4 for the next die, then 5, then 6 for the final push to 6d12.

Damage works up the same gauge, actually. The more damaged a component is, the more and larger dice that are added to all defense against that component. So it becomes better to shut down and not use a badly damaged component, than to keep lugging along on the last dregs, so to speak. Specifically, if you have 50 points of damage on an item, you get 'damage dice' from using that item equivilant to the largest dice pool you can get from that many points.

And yes, normally this system would have dozens, of not hundreds of various-sized dice in effect. The key is simple... before rolling competing dice, take the largest single die, and set it aside from both sides. Now, remove ALL matching dice from both sides. If both sides have 7d12 between them, both sides remove them all. If one side had 7d12 and the other had 9d12, the side with 9d12 keeps 2d12, the side with 7d12 loses them all. So, you usually only have 5-7 dice being rolled per side, not 30 or 40. :-)

More as I transcribe it... but not, BREAKFAST! *scampers off*2 commentsLeave a comment

...first off, how to calculate the cost of dice...

An 'imaginary 1' akin to IronClaw or JadeClaw is free, it costs 0 points, and is effectively ignores by the entire rules-set. But it does allow for pre-designing a slot on a frame to, for example, force a cargo ship to have cargo, akin to the way MechWarrior 4 usually have most slots forced to a certain type so a Mad Cat Mk. II will be a missile-boat, for example.

1d12 costs 10 points, 2d12 costs 15 points more, 3d12 costs 20 points more, 4d12 costs 25 points more, and 5d12 costs 30 points more. The progression has a decently rounded curve, increasing in slope 3-fold over it's progression, with 5 individual lines forming the curve.

The cost of individual dice is built around the idea of having to 'fill up' an individual slot before you can add anything to a later slot. Basically, to fill up the 'first die' costs 2 points per die size, then you have one maximized die, 1d12. To start building up to 1d12+d4 up to 2d12 costs 3 points per die size, then 4 for the next die, then 5, then 6 for the final push to 6d12.

Damage works up the same gauge, actually. The more damaged a component is, the more and larger dice that are added to all defense against that component. So it becomes better to shut down and not use a badly damaged component, than to keep lugging along on the last dregs, so to speak. Specifically, if you have 50 points of damage on an item, you get 'damage dice' from using that item equivilant to the largest dice pool you can get from that many points.

And yes, normally this system would have dozens, of not hundreds of various-sized dice in effect. The key is simple... before rolling competing dice, take the largest single die, and set it aside from both sides. Now, remove ALL matching dice from both sides. If both sides have 7d12 between them, both sides remove them all. If one side had 7d12 and the other had 9d12, the side with 9d12 keeps 2d12, the side with 7d12 loses them all. So, you usually only have 5-7 dice being rolled per side, not 30 or 40. :-)

More as I transcribe it... but not, BREAKFAST! *scampers off*2 commentsLeave a comment

devidarkwolf- 01:48 amAhhhh, WAY too leet for me, I cannot understand this gibberish you speak. :P

Devi

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zalysluggite- 07:31 pmI have no idea what you're talking about. I'm so LOST! @_@

But, anyhoo...

*poke*

I thought you said you'd take care of something a few days ago. ^^; No? Si? If you don't remember my email, it's Zalyina@teckie.com for PayPal. Please take care of this soon!

*hugs, and also scampers*

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