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Playing with Table Layout

The title for this post, while accurate, is a bit misleading. Allow me to explain.

While editing G Company today - fixing a spelling error and some other typos - I started to think about different ways to present the same information to the player (9x of 10 it's just my future self, so it might seem moot, but I do like to share with others in case someone might find some use in them). It probably doesn't help that I'm reading a book on tabletop game design and I'm in the process of putting together another set of rules ("back of postcard" type. I just enjoy the exercise of it all - this one probably won't be terribly robust - it's more to try out some concepts).


Soviets overrun Company G as they try to hold onto Village M.
Here is how I have been presenting the table for shooting. In play, it works well enough, although I think the math, minimal as it is, can get annoying when there's a lot of shooting.

Shooting:

All weapons roll 1d6 to hit, except for MGs. MGs roll 2d6 and keep the highest value.
-1
    Shooter is disordered
    Target in cover
    +1
      Half-range or less

        4+ hits

        MGs jam on two natural 1’s.
        Weapons teams may not move and fire in the same turn.


        *****
        Since there are only a handful of modifiers, I thought why not just present the target numbers and their associated conditions instead? Indeed, when I created the original table, I created the modifiers by figuring out what values would hit in what situations. So, here's what I came up with (the weird spacing is a Blogger thing):


        Shooting:
        All weapons roll 1d6 to hit, except for MGs. MGs roll 2d6 and keep the highest value.
        Roll
        Hits when
        3
          • Target in open, shooter good order, 1/2 range or less
          4
          • Target in open, shooter disordered, 1/2 range or less
          • Target in open, shooter good order
          • Target in cover, shooter good order, 1/2 range or less
          5
            • Target in cover, shooter disordered, 1/2 range or less
            • Target in cover, shooter good order
            • Target in reinforced cover, shooter good order, 1/2 range or less
            6
            • Target in reinforced cover, shooter disordered, 1/2 range or less
            • Target in reinforced cover, shooter good order
            MGs jam on two natural 1’s.
            Weapons teams may not move and fire in the same turn.


            *****
            This is really the only table this applies to in G Company, but I think it raises an interesting question. Is one way better than the other? Faster? Easier? 


            I'll have to try it in a game to see if I feel it makes any noticable difference for good or ill.

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