Quote:
Originally Posted by sablewyvern
Yep, tbeard, I realise that in your estimation, it's just another tweak to prop up a crippled system. For those of us who see value in T/E, it is a potential fix for this specific issue, however.
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Interestingly enough, I agree that you lose a lot of whatever benefit the system provides when you deprive the player of choosing which die is which.
However, you may have actually found a fix for autofire that doesn't suck.
On an autofire 4 roll, here are the stats:
-2 modifier: 72% chance of missing; .37 average hits (83%/0.17 single shot); Avg Timing Roll 5.3
-1 modifier: 54% chance of missing; .72 average hits (72%/0.28 single); Avg Timing Roll 4.9
0 modifier: 34% chance of missing; 1.26 average hits (58%/0.42 single); Avg Timing Roll 4.5
+1 modifier: 14% chance of missing; 1.88 average hits (42%/0.58 single); Avg Timing Roll 3.7
+2 modifier: 3% chance of missing; 2.36 average hits (28%/0.72 single); Avg Timing Roll 3.6
+3 modifier: <1% chance of missing; 2.67 average hits (17%/0.83 single); Avg Timing Roll 3.5
Seems a bit coarse, but I can't see a fatal flaw in it. You would deprive the player of having any say in how many segments the shot takes. Also, the incredibly annoying timing artifact emerges -- the worse you are, the faster you do it...
Note that this approach will not fix the base system however. It would still skew wildly to the extremes.