Automatic Fire Decision: 2008
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- IVhorseman
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Automatic Fire Decision: 2008
Okay, so the discussion on automatic fire has drawn on for 100 posts now, with two very very very very well done methods for calculating automatic fire. We have seen both Billingsly's and Benny's contributions rise to the top, and it's time to send one of them down to their lead-filled death, and embrace the other as the official unofficial rules for automatic fire in Brikwars. Problem is, which one? both versions have their advantages and their drawbacks. it is up to us to choose. I will leave the point by point debate to you guys.
for fairness sake, i will not vote. Benny and Billingsly, you are disallowed to vote (even if i can't actually enforce that) via the honor system. Mike, i guess with your supreme internet administrator magic, you get as many votes as the series of tubes will allow.
for fairness sake, i will not vote. Benny and Billingsly, you are disallowed to vote (even if i can't actually enforce that) via the honor system. Mike, i guess with your supreme internet administrator magic, you get as many votes as the series of tubes will allow.
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- Olothontor
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I still like Rayhawk's rule better, just because it's compatible with another house rule I use. And because I have more dices then I'll ever need anyway.
Of course, I add a few modifications for my games (adding more barrels add extra shots, and I use wing pieces instead of fingers to mesure spread fire).
Of course, I add a few modifications for my games (adding more barrels add extra shots, and I use wing pieces instead of fingers to mesure spread fire).
- Blitzen
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I don't know whose option I like, but I know I <i>don't</i> like Almighty Benny's. I don't like how it needs skill, and how that skill doesn't necessary reflect that of the represented minifig. For that rule, a hero and a drunken zombie would have the same skill of the BrikWarrior, making the actual minifig useless. The only thing skill is used for is the number of shots, but whether or not they hit is up to the BrikWarrior in question. This also wouldn't work very well long-distance country-wise or in that online game that will be released in 2046.
I haven't gone through the thread to look at all of the rules, so I can't give any opinions on them. It would be nice if you posted them in this thread.
I haven't gone through the thread to look at all of the rules, so I can't give any opinions on them. It would be nice if you posted them in this thread.
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I'd like to throw my idea into the massive pool(I'm still testing it so sorry if this sucks right now). I'm using a mini with a long range gun for example.
For the extra cost of the size of the gun(a size 1 gun would cost 4cp) it gets auto-fire. When rolling UR however much you surpassed what you needed to roll(3) you get that many extra shots(rolling a 4 gets 2 shots). The maximum number of shots you can get is 3 per gun, if your roll would get you more than 3(rolling a 6) the gun only shoots 3 times and is overheated. Meaning it can't fire next round. The shots must be distributed equally.
For the extra cost of the size of the gun(a size 1 gun would cost 4cp) it gets auto-fire. When rolling UR however much you surpassed what you needed to roll(3) you get that many extra shots(rolling a 4 gets 2 shots). The maximum number of shots you can get is 3 per gun, if your roll would get you more than 3(rolling a 6) the gun only shoots 3 times and is overheated. Meaning it can't fire next round. The shots must be distributed equally.
- IVhorseman
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ah! not true. remember that number of shots fired is determined by a skill roll, so the hero would (on average) have more shots, and thus a higher probability of kicking ass.Blitzen wrote:For that rule, a hero and a drunken zombie would have the same skill of the BrikWarrior
as for blackwing, you've basically just described Billingsly's rule near perfectly, besides the fact that it ends up doing more damage per shot than is necessary. I think most of us have already agreed that +1 damage per shot is about fine.
and then back to Olothontor's praise of kidko's rule, while i don't remember it, Billingsly's rule also requires no paper or pencil, and only has ONE d6.
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- IVhorseman
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as he should?
Warhead wrote:my head burns with War.
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- Blitzen
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No. BrikWars is not a game of skill of players, but of little plastic men. Making the skill of the minifig dependent on the skill of the BrikWarrior is just anarchy. If you misread my last post, I meant that a drunk played by a skillful player would land the same number of shots as a Hero played by a douche. And that's just wrong.
I'll go and look at the rules now so I can vote.
I'll go and look at the rules now so I can vote.
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- Blitzen
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My own rules:
<u>Steps</U>
6. Select your target. This target must be size 1 and within your weapon's range.
7. Roll your attacker's skill.
8. For each number your roll is above the UR, you fire one more bullet. If you missed this roll, all of them miss.
<U>Bullets</U>
Firing lots of bullets is good. For every bullet fired, add one more finger arc or add 2 damage to a target.
<u>Example</u>
Jimmy and Marie are at a movie, sitting next to each other. On their left is the aisle, and to their right is a space followed by a fellow movie-goer named Jongo. Marie's ex, Pablo, comes out of the blue, wielding his Tex-Mex Machine Gun with a UR of 2. Pablo is in a rage and is intent on killing both Jimmy and Marie. His initial target is Jimmy.
Pablo rolls on a 1d6 and gets a 6, followed by a 2. This makes 8. His skill minus his UR is 6, resulting in six bullets fired. They are aimed as follows:
1. Jimmy for 1d6.
2. Jimmy for +2.
3. Marie for 1d6.
4. Empty for 1d6.
5. Jongo for 1d6.
6. Jongo for +2.
He rolls 1d6+2 for Jimmy's damage, 1d6 for Marie's damage, 1d6 for the empty seat's damage, and 1d6+2 for Jongo's damage.
<u>Notes</u>
Remember that not all attacks will create this much destruction and have this many rolls. This was just to demonstrate the angular details and how damage is handled.
The UR for machine guns is preferably low due to the mass number of bullets fired.
On every skill roll less than 6 but more than the UR, 1d6 shots have missed.
I missed something. I don't know what, but 4 will have a problem.
<u>Steps</U>
6. Select your target. This target must be size 1 and within your weapon's range.
7. Roll your attacker's skill.
8. For each number your roll is above the UR, you fire one more bullet. If you missed this roll, all of them miss.
<U>Bullets</U>
Firing lots of bullets is good. For every bullet fired, add one more finger arc or add 2 damage to a target.
<u>Example</u>
Jimmy and Marie are at a movie, sitting next to each other. On their left is the aisle, and to their right is a space followed by a fellow movie-goer named Jongo. Marie's ex, Pablo, comes out of the blue, wielding his Tex-Mex Machine Gun with a UR of 2. Pablo is in a rage and is intent on killing both Jimmy and Marie. His initial target is Jimmy.
Pablo rolls on a 1d6 and gets a 6, followed by a 2. This makes 8. His skill minus his UR is 6, resulting in six bullets fired. They are aimed as follows:
1. Jimmy for 1d6.
2. Jimmy for +2.
3. Marie for 1d6.
4. Empty for 1d6.
5. Jongo for 1d6.
6. Jongo for +2.
He rolls 1d6+2 for Jimmy's damage, 1d6 for Marie's damage, 1d6 for the empty seat's damage, and 1d6+2 for Jongo's damage.
<u>Notes</u>
Remember that not all attacks will create this much destruction and have this many rolls. This was just to demonstrate the angular details and how damage is handled.
The UR for machine guns is preferably low due to the mass number of bullets fired.
On every skill roll less than 6 but more than the UR, 1d6 shots have missed.
I missed something. I don't know what, but 4 will have a problem.
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- IVhorseman
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is pablo targeting Jongo and the empty seat on purpose? if so, i actually like this system. although it IS rather Billingsly-esque. but keep that esque in mind, because yours compensates for spread both by choice, AND in a quick die roll. i'd just like clarification on where your missed bullets land. One thing i'd throw out though is the whole "only targeting size one objects" thing. if i'm holding a machinegun and i see a t-rex, you know DAMN well what i'm doing with it (also, 1d6 missed shots could be a bit much, perhaps either 1d6 - success grade or something would be better?).
and then as a note to everyone, i think the ideal stat for an automatic weapon would simply be a modification to regular ranged weapons. as in, a 2 handed long range assault rifle is gonna shoot 12" away and do 1d6+1 damage (before bonus assault rofl damage), and then just have a lower UR for the whole volume of bullets thing.
and then finally back to blackwing again: what? you did! don't ellipse me! both systems are based off of success grades for extra damage.
and then as a note to everyone, i think the ideal stat for an automatic weapon would simply be a modification to regular ranged weapons. as in, a 2 handed long range assault rifle is gonna shoot 12" away and do 1d6+1 damage (before bonus assault rofl damage), and then just have a lower UR for the whole volume of bullets thing.
and then finally back to blackwing again: what? you did! don't ellipse me! both systems are based off of success grades for extra damage.
Warhead wrote:my head burns with War.
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- IVhorseman
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then don't say anything! one of the wonderful things about forums is that if you pop your head into a thread and don't have anything to say, you can leave and nobody will know!blackwing77 wrote:I couldn't think of what to say
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.