|
1 <?xml version="1.0"?> |
|
2 <!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4//EN" |
|
3 "/usr/share/sgml/docbook/dtd/xml/4.2/docbookx.dtd" |
|
4 [ |
|
5 <!ENTITY % struct-dtd SYSTEM "struct.dtd"> |
|
6 %struct-dtd; |
|
7 ]> |
|
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> |
|
126 <!-- Keep this comment at the end of the file |
|
127 Local variables: |
|
128 mode: xml |
|
129 sgml-omittag:nil |
|
130 sgml-shorttag:t |
|
131 sgml-namecase-general:t |
|
132 sgml-general-insert-case:lower |
|
133 sgml-minimize-attributes:nil |
|
134 sgml-always-quote-attributes:t |
|
135 sgml-indent-step:2 |
|
136 sgml-indent-data:t |
|
137 sgml-exposed-tags:nil |
|
138 sgml-local-catalogs:nil |
|
139 sgml-local-ecat-files:nil |
|
140 sgml-default-dtd-file:"section.ced" |
|
141 End: |
|
142 --> |