[Ar-list] Attacks and quality

Xeon xdblade at zworg.com
Sun Apr 4 12:00:08 EDT 2004


Hi,

  Awfully quiet here. Where does everybody go? Is the list simply
  forgotten, or, god forbids, does the Alternate Reality RPG project
  abandoned?

  Anyway, I'm want to ask about two matters. The first is attacks. In
  "how to make an attack" section in PG v1.0 it is said that to make an
  attack one makes a standard test of the attacker's weapon skill plus
  any modifiers. Does this mean an attack isn't a contest? IMHO this
  makes sense if the target isn't aware of the attack. But what if the
  target is aware of the attack. Does the target's only hope are the
  attacker's weapon skill (hoping he fumbles his attack), dodge and
  parry mechanism (simulating the target's awareness of the attack)?
  Many other RPG system makes an attack a contest, thus enforcing the
  assumption of implicit awareness.

  The second question is quality. In "How quality works" section of
  the PG, it is said that quality is lowered by damage, satisfying the
  relation of DRF(Quality)*HIT=current HIT. Now, does one subtract
  the damage from the current HIT then find the quality, or the other
  way around, subtract damage from quality and find current HIT?
  Example, a specific kind of ceramic have the quality of 100. A shot
  (Balistic Damage) with 10 HIT damage is applied on 3cm thick of that
  kind of ceramic. All damage is received by the ceramic (DTM=0.0),
  and the ceramic receives 3.0*10=30 HIT (DEM=3.0). The ceramic base
  HIT is 3*20=60 HIT (3cm thickness). Which of the following
  calculation occurs next?
  
  1. The current HIT of the ceramic is 60-30=30 HIT, thus the quality
     is now IDRF(30/60)?

  2. The quality is now 100-30=70. Current HIT is DRF(70)*60?

  3. Some other calculation methods I didn't think of?

TIA
-- 
Xeon
xdblade at zworg.com




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