From: | "J. Keith Henry" <Ereskanti@***.COM> |
---|---|
Subject: | Effective/True Ratings (Re: silly edges and dumb flaws) |
Date: | Fri, 6 Feb 1998 17:14:57 EST |
writes:
> It basically that it doesn't matter if you've got a level 1 taccomp or a
> level 4. You get most of your dice from little 'ware that costs much less
> than even the smalles tacomp. And besides, a taccomp at level 10+ ruins
> every fight.
>
> > Hmmm..over the time I got the impresion that I don`t like the third ed at
> all.
I have thought of something, this POV on Taccomps reminds of the POV on
"effective spell force". FASA is a bit too quick to make things "effective
ratings" IMHO. Tactical Computer Level + 5 extra senses means a Rating 6
Tac??? I don't think so, sorry...Sounds like "Force 2 Fireball + 4 magic pool
means effective Force 6 fireball??? NO WAY!!! Not in my book at least.
What I was looking at the idea of is that the "lock on pool" for tacs is
"all
those dice" but the rating (aka target number) to deceive the taccomp is the
'hard/core" rating (in this case, the Rating 1. Maybe the rating could be
doubled, just for a bit more realism/defense on the part of the user.
For example, Joey has a "lock on pool" of 16 (big number, but it's there, with
a Core Taccomp of Rating 3 (nice---). Binder is trying to apply "counter
tactics" maneuvering, so he has a target number of 3 (the tactical computer).
Tactical Computer gets it's entire dice to still achieve the lock on success
test. The difference is that the "counter tactics" roll reduces the number of
successes it achieves from the lock on successes. Additionall successes above
and beyond the taccomps lock on successes (aka, Binder beats Joey) might
actually reduce combat effectiveness in some fashion (+'s to target number or
reducing the combat pool rating in some fashion).
Hows that for a suggestion or two?
-K