Rules Discussion

Started by Dave Baughman, March 22, 2010, 01:15:05 PM

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Fatebringer

Quote7. Salvage: Determine the total actual damage sustained and roll 2d6 to determine the percentage that is salvageable. Add a +5 bonus for raids, +10 for battles, and +15 for invasions (as well as an additional +10 incentive bonus if all operations were played out in MegaMek). Salvage is claimed by the faction that ends the turn in control of the planet, except for raids where the raider may roll on the Raid Salvage chart to steal a percentage of the available salvage (apply a +2 modifier if the raid was successful)*.

*If the operation was a Clan trial, and Zellbrigen was upheld for the entire fight, salvage is automatically 50%.

I'm pretty sure the answer is no, but does the MM bonus effect Clan Trials?

(as well as an additional +10 incentive bonus if all operations were played out in MegaMek).

Dave Baughman

Just a quick disclaimer for everyone:

During the course of this turn, several players have found some interesting little "quirks" in the rules, particularly with regard to the interaction between orders types that weren't explicitly designed to interact with each other.

In general, rather than altering the rules to fit with what I suspect was the intention of the original authors, I have allowed the rules as written to stand.

Fair warning though, I am watching these 'unusual interactions' closely, and I do reserve the right to modify these rules if they get out of hand. In short:


  • I support clever and imaginative uses of the rules and options by players...
  • ...as long as it does not cross the line into exploiting rules loopholes.

If there's any doubt about how a particular rule works, especially if its language is ambiguous, PM the GM team before you use that interpretation in actual combat.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

NVA

I have been noticing what could be short cuts in math and it may be resulting in miscalculations, based on my understanding of the rules regarding crits.  Can a GM please weigh in on which is correct?

What I have noticed is that people are taking the % of damage increased or reduced and adding it directly to the % from the rolls.  So...

1 FP v 1 FP
Roll = 50% damage Done
Crit = 10% of damage increase

Looks like most people are saying 60% damage, or .6 FP.  However, if I read the rule right, it should be .55 <.5+<10% of .5>>.

LittleH13

NVA. It does not matter in the example that you have shown as both cases would round to 0.50 FP of damage. Remember that we go to the 0.25 not to the 0.37345873459238. For the record though, your first example is the correct way to do it.

Quote from: NVA on August 18, 2010, 07:51:27 PM
I have been noticing what could be short cuts in math and it may be resulting in miscalculations, based on my understanding of the rules regarding crits.  Can a GM please weigh in on which is correct?

What I have noticed is that people are taking the % of damage increased or reduced and adding it directly to the % from the rolls.  So...

1 FP v 1 FP
Roll = 50% damage Done
Crit = 10% of damage increase

Looks like most people are saying 60% damage, or .6 FP.  However, if I read the rule right, it should be .55 <.5+<10% of .5>>.

NVA

So, it IS 60%?  Hmmm..

6 Valor saves the day: reduce damage done to you by 15%, increase damage done to your opponent by 10%.
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.


So, say it is 100 FP.  50% damage = 50 FP.  10% increase damage done would be 5% <10% of 50> or 10 <10% of 100>?

LittleH13

No...

It would be 50%+10%+15%=75%

Meaning 75FP of damage.

Quote from: NVA on August 19, 2010, 01:02:48 AM
So, it IS 60%?  Hmmm..

6 Valor saves the day: reduce damage done to you by 15%, increase damage done to your opponent by 10%.
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.


So, say it is 100 FP.  50% damage = 50 FP.  10% increase damage done would be 5% <10% of 50> or 10 <10% of 100>?

NVA

Orders Init - I would like to suggest that we look at how our orders init is set up.  I believe that the advantage of init should allow us to see what our opponent is trying to do and then react to it, similar to how movement in the game actually works.  Since Tamar is having Init orders, I am going to use it as an example.  Understand, this has nothing to do with arrival init.

CSR Wins Init - CW has to determine how we are going to set up.  So, CW puts its naval force, entirely, on Defensive Interdiction.  CSR seeing this can select the amount of force they want and push at the DI.

CW Wins Init - CSR now has to determine how to break up its force.  They decide to leave a token blockade and push forward on NAval Engagement orders.  Seeing this, CW decides to risk running the blockade, avoiding the NE.  OR...CW pushes part of its naval force forward to meet the engagement, leaving a token force behind, available for the next round of combat.

Now, one suggestion has been that this could be used to delay landing.  My answer is...Exactly.  If you won init, you control the dance card.  OR...CSR in this case, would have to risk facing a larger Defensive Interdiction and try to land their ground troops.

DisGruntled


Simple resolution rounding:

Should we be rounding each round / step of combat or doing it at the end of all rolls / fighting?

http://intelser.org/forums/index.php?topic=640.msg10997#msg10997

The link above is a case where it would make a difference.

I'm good either way, though the engineer in me wants to save all rounding till the end to preserve accuracy and cut down on rounding errors. ;)

NVA

OKay.  I think the wording says otherwise.  But, that is wording vs intent.  However, in the rule vamp in process, I would request we clarify that.  I, for one, believe it is more reasonable that it plays as it reads, that only the damage done is increased, so that it would be 10% of 50%, not 10% of the 100%.  But, that is just me.  :)

Quote from: LittleH13 on August 19, 2010, 01:18:45 AM
No...

It would be 50%+10%+15%=75%

Meaning 75FP of damage.

Quote from: NVA on August 19, 2010, 01:02:48 AM
So, it IS 60%?  Hmmm..

6 Valor saves the day: reduce damage done to you by 15%, increase damage done to your opponent by 10%.
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.


So, say it is 100 FP.  50% damage = 50 FP.  10% increase damage done would be 5% <10% of 50> or 10 <10% of 100>?

GreyJaeger

That is what has been happening. You increase/decrease the damage dealt.. I have never seen anyone go by the FP of the force.

NVA

Actually, it has happened against me recently.  And, so I wanted the rule clarified and it appears that Little is saying it increases the first multiplier instead of adding a second multiplier.

NVA

OFP * D% = OD = Standard Damage Calc
OFP * (D%+C%) = Little's Understanding of How the Rule Reads
(OFP * D%) + (OD * C%) = My Understanding of How the Rule Reads

OFP = Original FP
D% = Damage Percentage from Roll
C% = Crit % Bonus
OD = Original Damage

Fatebringer

Little's results are correct and how I've been doing all my posts.

DisGruntled

Quote from: DisGruntled on August 20, 2010, 08:26:08 PM

Simple resolution rounding:

Should we be rounding each round / step of combat or doing it at the end of all rolls / fighting?

http://intelser.org/forums/index.php?topic=640.msg10997#msg10997

The link above is a case where it would make a difference.

I'm good either way, though the engineer in me wants to save all rounding till the end to preserve accuracy and cut down on rounding errors. ;)

Dave's reply:

Quote from: Dave Baughman
Every step. The only time rounding doesn't occur is in cases of very small trials involving forces less than 0.125 FP.

To clarify what I mean:

Clan Snow Bunny bids 0.72139 FP on defense.
Clan Cheese Rodent bids 0.7251 FP on attack.

After the requisite multi-page argument in the OOC about overbidding, both sides go to simple rez.

Both forces immediately round to 0.75 FP - before rolling for or calculating their damage output.

The damage each side takes is rounded before being applied.

Damage control is rounded before being applied (and may well round to zero)

Salvage is rounded before being added to the salvage pool.

Basically, with the specific exception of extremely small trials, and for roleplaying purposes during "down to the wire" bidding, numerical values that aren't in increments of 0.25 don't exist.


Fatebringer

Someone was talking to me and thought that the results at Tamar were a bit cheesy. They proposed the following rules amendment.

Scattering: Should be something like damage they cause is reduced by 2d6% instead of having the FP removed from the Battlefield.

It made sense to me so I'm posting it here.