Supplement Four
SOC-14 5K
I'd like to see what you guys think about this. Thoom is talking about it in another thread, but I thought it deserved it's own thread.
From what I can tell, the average Joe Normal character in T5 has Stat-7 and Skill-2. The character will have one or three skills higher than that, reaching to Skill-5 or so (maybe higher to Skill-6 or Skill-7) and a lot of Skill-1's.
So, if Joe Traveller is 777777 Slug Thrower-2, then he can hit a man standing still 50 meters away, 100% of the time, every pull of the trigger, no problem.
Slug Thrower-2 must be a much better skill than what I have, because I know with my little .380 that I carry (the gun will fit in the palm of your hand), it's good for about 25 feet, and I definitely won't hit a standing person over 150 feet away every time I pull the trigger, even with the laser sight.
But, in T5, here's the task:
Difficulty: 2D for Range=2
Target: 9 for Stat + Skill
Modifier: +3 for apparent range 5-2=3
2D for 12 or less
I think that's wonky--an example of where T5 fails. Thoom agrees. But, I'm sure there will be some that will find this perfectly normal.
Here's something else that's strange about the system:
Joe Normal will have a 100% chance to hit a standing human at Range=1 and Range=2 (that's 5m and 50m), but at the next range band, his chance drop drastically.
Range=1 100% chance to hit.
Range=2 100% chance to hit.
Range=3 63% chance to hit. 4D for 11 or less
Range=4 3% chance to hit. 5D for 10 or less.
Range=5 Less than 1% chance to hit. 6D for 9 or less.
Don't you think that's a strange distribution? 100% chance out to 50meters, then 63% out to 150meters. Then, it drops to virtually no chance at all beyond that.
Now, before you start thinking that this is OK with a handgun, remember that this can easily be any type of slug thrower--a rifle as easily as a handgun.
And, what about the game implications? The only time a roll is really necessary is if the target is at Range=3. Anything closer, and it's an automatic hit. Anything longer, and it would take a miracle to hit.
What are your thoughts on this?
From what I can tell, the average Joe Normal character in T5 has Stat-7 and Skill-2. The character will have one or three skills higher than that, reaching to Skill-5 or so (maybe higher to Skill-6 or Skill-7) and a lot of Skill-1's.
So, if Joe Traveller is 777777 Slug Thrower-2, then he can hit a man standing still 50 meters away, 100% of the time, every pull of the trigger, no problem.
Slug Thrower-2 must be a much better skill than what I have, because I know with my little .380 that I carry (the gun will fit in the palm of your hand), it's good for about 25 feet, and I definitely won't hit a standing person over 150 feet away every time I pull the trigger, even with the laser sight.
But, in T5, here's the task:
Difficulty: 2D for Range=2
Target: 9 for Stat + Skill
Modifier: +3 for apparent range 5-2=3
2D for 12 or less
I think that's wonky--an example of where T5 fails. Thoom agrees. But, I'm sure there will be some that will find this perfectly normal.
Here's something else that's strange about the system:
Joe Normal will have a 100% chance to hit a standing human at Range=1 and Range=2 (that's 5m and 50m), but at the next range band, his chance drop drastically.
Range=1 100% chance to hit.
Range=2 100% chance to hit.
Range=3 63% chance to hit. 4D for 11 or less
Range=4 3% chance to hit. 5D for 10 or less.
Range=5 Less than 1% chance to hit. 6D for 9 or less.
Don't you think that's a strange distribution? 100% chance out to 50meters, then 63% out to 150meters. Then, it drops to virtually no chance at all beyond that.
Now, before you start thinking that this is OK with a handgun, remember that this can easily be any type of slug thrower--a rifle as easily as a handgun.
And, what about the game implications? The only time a roll is really necessary is if the target is at Range=3. Anything closer, and it's an automatic hit. Anything longer, and it would take a miracle to hit.
What are your thoughts on this?