balistique.en.sgml
brancharpeges
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     8 <section id="sbalistique" revision="$Revision: 1841 $ $Name$"
       
     9   vendor="1.12" xmlns:xi="http://www.w3.org/2003/XInclude">
       
    10   <title id="stbalistique">Balistic Shot</title>
       
    11 
       
    12   <para>Balistic shooting correspond to throwing a projectile in a
       
    13     curve so that it fall on the target.  This shot aren't one of
       
    14     precision but of distance instead and the important is often not
       
    15     the target itself but where the projectile fall
       
    16     effectively.</para>
       
    17   
       
    18   <para>Balistic shots are based on the result of a manipulation roll
       
    19     of the weapon used (which can be a simple Throw roll for example)
       
    20     after you have evaluate both the distance and direction that you
       
    21     want to reach.  The roll give you some degrees of success (DS)
       
    22     which will be used to determine the point of impact of the
       
    23     projectile, from the target.  The consequence are then determined
       
    24     from the type of projectile used and the place reach by it.</para>
       
    25 
       
    26   <variablelist>
       
    27   <varlistentry>
       
    28     <term>Vertical Error (E&b;)</term>
       
    29       <listitem>
       
    30         <para>The vertical error determine the distance by which the
       
    31           projectile miss the target.  This error is equal to E&b; =
       
    32           2×D - <link linkend="tpb">P&b;</link> - DS, where the Value
       
    33           of D is taken with the same units as P&b;.  This Value is
       
    34           converted in Measure and represent the distance between the
       
    35           target and the effective impact position, in the direction
       
    36           of the shooter.  So, it can be greater than the distance
       
    37           between this one and the target.</para>
       
    38 
       
    39         <note userlevel="adv">
       
    40           <para>A consequence of this rule is that the average maximum
       
    41             aim distance is equal to D = P&b; + DS.  The average
       
    42             maximum reach is equal to the quarter of this, which is
       
    43             P&b; + DS - 6.</para>
       
    44         </note>
       
    45       </listitem>
       
    46     </varlistentry>
       
    47     <varlistentry>
       
    48       <term>Lateral Error (l)</term>
       
    49       <listitem>
       
    50         <para>The lateral error determine of how much the shot has
       
    51           deviated and on which side.  You must first roll ±d10.  The
       
    52           sign of the roll indicate the direction.  If the result is
       
    53           negative, the shot will go on the left-hand side of the
       
    54           shooter.  If the sign is positive, the shot will go on the
       
    55           right-hand side.  If the result is 0 (for example 3-3, or
       
    56           6-6) and both number are odds, the shot will go on the left.
       
    57           Elsewhere, it will go on the right (the dice can't be
       
    58           different, since this will mean that the result is not
       
    59           zero).  The lateral distance is equal to the Measure of E&b;
       
    60           - <link linkend="tlb">L&b;</link>, sum up with the absolute
       
    61           value of the precedent roll.  For this, the maximum E&b; is
       
    62           equal to P&b;+Level-3, to avoid that the projectile goes too
       
    63           far.</para>
       
    64 
       
    65       </listitem>
       
    66     </varlistentry>    
       
    67   </variablelist>
       
    68 
       
    69   <section id="sbalconseil">
       
    70     <title id="stbalconseil">Conseil d'utilisation</title>
       
    71 
       
    72     <para>This method can be a bit unconfortable for the players if it
       
    73       is apply mecanically.  Normally, the characters have only an
       
    74       approximate idea of the target distance and the one they are
       
    75       able to reach.  So, they should make a roll to evaluate this
       
    76       distance approximately.  If the roll is a success, when the
       
    77       target is near (with 2×D approximately lesser or equal to P&b;),
       
    78       the player should try it's luck and aim directly the target, the
       
    79       shot having good chance to hit it.  If the distance is greater,
       
    80       she should try slightly behind the target to get an advantage
       
    81       from the error to reach the target.  For sure, more the
       
    82       character is good, less it should go far behind (in fact, simply
       
    83       add the level of the character to the weapon P&b; to evaluate
       
    84       the effective precision of the character).  Depending on the
       
    85       roll results and the distance from the impact point, the
       
    86       character will choose if he want to throw it a little farther or
       
    87       a little nearer the next shot.  So, add or remove a short
       
    88       distance according to the will of player description of the
       
    89       action, and try to take it into account in the next roll,
       
    90       without never communicate the exact distance to the player.  And
       
    91       remember about the optical illusions that the landscape can
       
    92       create on the distance!</para>
       
    93     
       
    94     <note userlevel="adv">
       
    95       <para>This rule are part of those rules that I hate much: the
       
    96         ones where the success margin must be interpreted in a
       
    97         quantitative manner (it's also the case of the damage).  As
       
    98         said in <xref linkend="smarge"/>, the degrees of success
       
    99         shouldn't modify the action itself but its quality only (less
       
   100         or more well execute, badly or atrociously failed).  The
       
   101         problem here is that I doesn't really have the choice to not
       
   102         take the DS into account in a quantitative way since the
       
   103         result of an error can be very important and couldn't be
       
   104         without consequence!</para>
       
   105     </note>
       
   106 
       
   107     <note userlevel="adv">
       
   108       <para>For the curious, the difficulty of the roll here is the
       
   109         distance.  That's why this one shouldn't be taken into account
       
   110         when rolling for the DS.  The roll could have a difficulty of
       
   111         -D, and the error equation would then be E = D - P&b; - DS.
       
   112         However, since the difficulty affects directly DS, we have DS
       
   113         = DS' - D and so, E = D - P&b; - ( MR' - D ) = 2×D - P&b; -
       
   114         DS'.  C.Q.F.D.  This error equation so it's really a
       
   115         quantification of the failure margin for a choose difficulty
       
   116         (the distance).</para>
       
   117 
       
   118       <para>I had a method that let me have a null error for a
       
   119         positive roll, but it make the calculation complicate and
       
   120         doesn't give anything more (we simply adjust the precision
       
   121         factor in consequence).  This method is simpler and
       
   122         quicker.</para>
       
   123     </note>
       
   124   </section>
       
   125 </section>
       
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