[Ogre] Re: Ogre-list Digest, Vol 7, Issue 13

Chris French csadn at ix.netcom.com
Wed Dec 29 00:59:42 CST 2004


----- Original Message ----- 
From: <ogre-list-request at sjgames.com>
> Message: 8
> Date: Tue, 28 Dec 2004 15:15:09 -0600
> From: "Douglas R. Pearson" <pearsond at odsgc.net>
> Subject: [Ogre] Optional Ogre tread damage rule
> 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.

This I could see being done, if the blocks were calculated in ad-
vance, and noted on whatever is being used to tally the OGRE's
status.

> 
> 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.

[20 / 6 =] 3R2. (I assume y'all remember "remainders" from 2nd-
grade arithmetic. :) ) In fractional term, 3&1/3 (blasted lack of sub-
and super-scripts). Place 1 pt. of the remainder in every third block
(thus creating the following: OOO|OOO|OOOO|OOO|OOO|OOOO).

> 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)

All desirable qualities, and since the necessary math can be done
pre-game (and by anyone with a grade-school education), it re-
tains the "simplicity" factor.

> 
> 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.

Nicely done.

CF



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