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+<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4//EN"
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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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