bz dd 3

bz dd 1

bz dd 2

bz dd 4

bz dd 5

bz dd 6

bz dd 7

bz dd 8

bz dd 9

bz dd 10

A new direction

I have become weary of the 2D6 method to determine if a weapon hit the target. In my copious free time, I am going to attempt to correct this.

THIS WILL BE A FAN-DEVELOPED SYSTEM ONLY.

I HAVE NO SUPPORT OR PERMISSION FROM FANPRO/FASA/WIZKIDS/CATALYST OR ANYBODY ELSE TO DO THIS.

If you look at the 2D6 distribution below, you can see the radically disproportionate drop in the percentage to hit in the 5-6-7-8-9 region. In a linear distribution, the 4-5-6-7 (the middle of the 1D10 curve) the percentage of drop across these four numbers is 30%. Whereas, the 5-6-7-8-9 spread (this is five numbers due to the odd number of possible rolls), the drop in percentage to hit is 55.5%.

To roll % Chance + % Change To roll % Chance + % Change
2 100% 1 100%
3 97.2% 2.8% 2 90% 10.0%
4 91.7% 5.6% 3 80% 10.0%
5 83.3% 8.3% 4 70% 10.0%
6 72.2% 11.1% 5 60% 10.0%
7 58.3% 13.9% 6 50% 10.0%
8 41.7% 16.7% 7 40% 10.0%
9 27.8% 13.9% 8 30% 10.0%
10 16.7% 11.1% 9 20% 10.0%
11 8.3% 8.3% 10 (0) 10% 10.0%
12 2.8% 5.6%

 

I am not going to change the entire system to D10 because for falls, etc. being a hex-based game, you need a D6. For hit locations, the biggest part of the unit is the center torso, so again the distribution curve of 2D6 is more realistic to this part than a linear D10.

I realize that the gunnery multiplier table to adjust BV based on gunnery may have to be changed. It may also involve the movement modifier table will have some changes to it. I will have to see. I know this will not be an easy undertaking.

Once I have successfully tackled the hit percentage/gunnery issue, I will use that knowledge and experience to take a hard look at the piloting rolls.

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