[Ogre] Optional Ogre tread damage rule
Douglas R. Pearson
pearsond at odsgc.net
Tue Dec 28 15:15:09 CST 2004
David Morse posted (Dec. 22):
> Optional incremental Ogre tread damage rule:
>
> When an Ogre has taken tread damage, but not enough to slow it down to
> the next slower movement speed, and it attempts to spend that movement
> point, the controlling player has to roll a number less than or equal
> its remaining treads to move.
>
> Example: An Ogre Mark V has lost 6 treads, leaving 14 treads between it
> and M2. On a turn when it tries to move three hexes, roll a 20-sided
> die, and if the result is 15-20, the Ogre's attempt to spend its 3rd
> movement point fails, leaving it stuck wherever it was after 2 movement
> points.
and Henry Cobb and others objected to:
a) using non-cubic dice in Ogre (which I can understand), and
b) using a buttload of d6s in Ogre (that a standard USDA buttload!)
Since Ogre/GEV is already quite an abstract game, why not just
_roughly_ divided the total number of treads in a movement block
by six and roll against that! Round to the nearest whole number.
To use the example above, a Mark V has 20 treads in a single movement
block. Roughly dividing by six = 3 treads per pip on a six-sided die.
Since the Ogre's controller needs to "roll" at 14 or under, this
translates to needing a "5" or under on the d6: 1-3 + "1", 4-6 = "2",
7-9 = "3", 10-12 = "4", 13-15 = "5", and anything 16 or above (for
treads) means that you don't really have to do any of this to begin
with.
Granted, the math isn't really slick, but the advantages are:
a) it's easy to remember,
b) you can do the math in your head,
c) it's linear (avoids the bell curve of multiple dice)
I'm not sure I'd use such a rule anyway, but I wanted to show
that it _could_ be done in a 'beer & pretzels' manner.
Doug Pearson "Bowser" pearsond at odsgc.net
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thanx to Michael Powers 2001/gevfeb23.txt
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