balistique.en.sgml
brancharpeges
changeset 0 1397c2bfefa2
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/balistique.en.sgml	Mon Dec 26 19:21:22 2005 -0500
@@ -0,0 +1,142 @@
+<?xml version="1.0"?>
+<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4//EN"
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+[
+  <!ENTITY % struct-dtd SYSTEM "struct.dtd">
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+]>
+<section id="sbalistique" revision="$Revision: 1841 $ $Name$"
+  vendor="1.12" xmlns:xi="http://www.w3.org/2003/XInclude">
+  <title id="stbalistique">Balistic Shot</title>
+
+  <para>Balistic shooting correspond to throwing a projectile in a
+    curve so that it fall on the target.  This shot aren't one of
+    precision but of distance instead and the important is often not
+    the target itself but where the projectile fall
+    effectively.</para>
+  
+  <para>Balistic shots are based on the result of a manipulation roll
+    of the weapon used (which can be a simple Throw roll for example)
+    after you have evaluate both the distance and direction that you
+    want to reach.  The roll give you some degrees of success (DS)
+    which will be used to determine the point of impact of the
+    projectile, from the target.  The consequence are then determined
+    from the type of projectile used and the place reach by it.</para>
+
+  <variablelist>
+  <varlistentry>
+    <term>Vertical Error (E&b;)</term>
+      <listitem>
+        <para>The vertical error determine the distance by which the
+          projectile miss the target.  This error is equal to E&b; =
+          2×D - <link linkend="tpb">P&b;</link> - DS, where the Value
+          of D is taken with the same units as P&b;.  This Value is
+          converted in Measure and represent the distance between the
+          target and the effective impact position, in the direction
+          of the shooter.  So, it can be greater than the distance
+          between this one and the target.</para>
+
+        <note userlevel="adv">
+          <para>A consequence of this rule is that the average maximum
+            aim distance is equal to D = P&b; + DS.  The average
+            maximum reach is equal to the quarter of this, which is
+            P&b; + DS - 6.</para>
+        </note>
+      </listitem>
+    </varlistentry>
+    <varlistentry>
+      <term>Lateral Error (l)</term>
+      <listitem>
+        <para>The lateral error determine of how much the shot has
+          deviated and on which side.  You must first roll ±d10.  The
+          sign of the roll indicate the direction.  If the result is
+          negative, the shot will go on the left-hand side of the
+          shooter.  If the sign is positive, the shot will go on the
+          right-hand side.  If the result is 0 (for example 3-3, or
+          6-6) and both number are odds, the shot will go on the left.
+          Elsewhere, it will go on the right (the dice can't be
+          different, since this will mean that the result is not
+          zero).  The lateral distance is equal to the Measure of E&b;
+          - <link linkend="tlb">L&b;</link>, sum up with the absolute
+          value of the precedent roll.  For this, the maximum E&b; is
+          equal to P&b;+Level-3, to avoid that the projectile goes too
+          far.</para>
+
+      </listitem>
+    </varlistentry>    
+  </variablelist>
+
+  <section id="sbalconseil">
+    <title id="stbalconseil">Conseil d'utilisation</title>
+
+    <para>This method can be a bit unconfortable for the players if it
+      is apply mecanically.  Normally, the characters have only an
+      approximate idea of the target distance and the one they are
+      able to reach.  So, they should make a roll to evaluate this
+      distance approximately.  If the roll is a success, when the
+      target is near (with 2×D approximately lesser or equal to P&b;),
+      the player should try it's luck and aim directly the target, the
+      shot having good chance to hit it.  If the distance is greater,
+      she should try slightly behind the target to get an advantage
+      from the error to reach the target.  For sure, more the
+      character is good, less it should go far behind (in fact, simply
+      add the level of the character to the weapon P&b; to evaluate
+      the effective precision of the character).  Depending on the
+      roll results and the distance from the impact point, the
+      character will choose if he want to throw it a little farther or
+      a little nearer the next shot.  So, add or remove a short
+      distance according to the will of player description of the
+      action, and try to take it into account in the next roll,
+      without never communicate the exact distance to the player.  And
+      remember about the optical illusions that the landscape can
+      create on the distance!</para>
+    
+    <note userlevel="adv">
+      <para>This rule are part of those rules that I hate much: the
+        ones where the success margin must be interpreted in a
+        quantitative manner (it's also the case of the damage).  As
+        said in <xref linkend="smarge"/>, the degrees of success
+        shouldn't modify the action itself but its quality only (less
+        or more well execute, badly or atrociously failed).  The
+        problem here is that I doesn't really have the choice to not
+        take the DS into account in a quantitative way since the
+        result of an error can be very important and couldn't be
+        without consequence!</para>
+    </note>
+
+    <note userlevel="adv">
+      <para>For the curious, the difficulty of the roll here is the
+        distance.  That's why this one shouldn't be taken into account
+        when rolling for the DS.  The roll could have a difficulty of
+        -D, and the error equation would then be E = D - P&b; - DS.
+        However, since the difficulty affects directly DS, we have DS
+        = DS' - D and so, E = D - P&b; - ( MR' - D ) = 2×D - P&b; -
+        DS'.  C.Q.F.D.  This error equation so it's really a
+        quantification of the failure margin for a choose difficulty
+        (the distance).</para>
+
+      <para>I had a method that let me have a null error for a
+        positive roll, but it make the calculation complicate and
+        doesn't give anything more (we simply adjust the precision
+        factor in consequence).  This method is simpler and
+        quicker.</para>
+    </note>
+  </section>
+</section>
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