diff -r 000000000000 -r 1397c2bfefa2 balistique.en.sgml --- /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 @@ + + + %struct-dtd; +]> +
+ Balistic Shot + + 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. + + 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. + + + + Vertical Error (E&b;) + + The vertical error determine the distance by which the + projectile miss the target. This error is equal to E&b; = + 2×D - P&b; - 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. + + + 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. + + + + + Lateral Error (l) + + 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; + - L&b;, 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. + + + + + +
+ Conseil d'utilisation + + 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! + + + 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 , 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! + + + + 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). + + 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. + +
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