[Ogre] Re: Ogre-list Digest, Vol 7, Issue 10
Chris French
csadn at ix.netcom.com
Fri Dec 24 01:23:36 CST 2004
----- Original Message -----
From: <ogre-list-request at sjgames.com>
> Message: 1
> Date: Wed, 22 Dec 2004 16:41:36 -0500
> From: David Morse <dcmorse at gmail.com>
> Subject: [Ogre] Optional Ogre tread damage rule
> roll a 20-sided
> die, [...]
> a 15 sided die.
_O_'s salient virtue is its simplicity -- every issue can be resolved
with, at most, 2 six-sided dice. Your proposal takes us into the
realm of _D&D_, and the "what die am I using this round?" issue.
It's not broken. Leave it alone.
> Message: 2
> Date: Wed, 22 Dec 2004 15:47:32 -0600 (CST)
> From: "Henry J. Cobb" <hcobb at io.com>
> Subject: Re: [Ogre] Optional Ogre tread damage rule
> Take the number of threads in a movement block, divide by three and round
up.
>[...]
> Roll that many dice and add the remaining tread units and if you reach the
> full amount needed you get that final move.
Even better -- bringing _Yahtzee_ to the OGREverse....
AFAIC, the *only* adjustment needed to the OGRE-damage rules
is allowing D results to have some effect -- in the case of weapons,
the weapon is unusable until the OGRE's next turn (thus removing
an exception to an existing rule), and in the case of treads, inflicting
1/2 damage (1 to "D" the tread, 1 to "X" it), rounding down (note:
Do not sent LT or LGEV to kill treads...).
Adding fistfuls of dice to the game adds nothing (except, of course,
more f***ing die-rolls), and subtracts from the simplicity of the
game. As Ed Heinemann once put it, "Simplicate, and add light-
ness."
CF
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