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Turn's avatar

This feels like a very intuitive system for a player to predict how different unit types would interact in combat, e.g. what would it look like for a squad of light infantry to try and take down a tank? Using essentially the same number throughout makes it very clear, which is always helpful.

I do wonder how this will interact with weapons that do splash damage style attacks. The example I am thinking of in particular is orbital bombardment and other types of artillery. A class 7 weapon firing at a size 2 target would make the orbital gun fire at a -5 accuracy which doesn't seem right to me. If it's a giant laser from space or rod from God, it doesn't need to be that accurate, just relatively close. And we need kinetic bombardment if we're going to hit the billion mark!

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Arbrethil's avatar

> We don’t need to roll 170 dice when we want to use a battleship’s main gun—we can stick with about 20 and let the Massive Damage rule take care of the rest!

I'd wondered how you were going to address this problem, and well pleased with this solution. Too many dice become not only hard to roll, but strongly driven to the center of their potential range and undermine the purpose of rolling them in the first place. Multiplication of fewer dice seems superior in both efficiency and creating a meaningful range of possible outcomes.

I am curious, why did you choose to have outclassed weapons subject to Blocking damage instead of halving it per step? It appears that being outclassed has linearly scaling ineffectiveness, while being over-classed has exponentially scaling hypereffectiveness, but I'm guessing the apparent asymmetry comes down to expected hits being nonlinear as well?

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