[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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