Ok, I kind of blame Burger for this as he commented on wanting a D10 ACTA in the next edition/book thread and I like D10 systems. Also it was a really slow end to the week at work and I needed to look like I was doing something useful with my time.
So with some messing about in excel I got to thinking what are the broad implications to the system of using D10s instead of a D6s in ACTA (beside having the fun of rebalancing all the ships).
In a nutshell, there is really not much change. There is very little difference if you make a fairly direct exchange from a D6 to a D10. Swapping the values from their D6 to their D10 probability and all you are looking at is a shift by around ±3.3%.
What you do get though are some spaces in the Hull scale.
To Hit is the % of vanilla AD that will hit that particular hull value.
Three additional values can be added in to those in the D6 scale when shifting to a D10. Between Hull 3 and 4 (D10 = 5); 4 and 5 (D10 = 7); and above 6 (D10 = 10).
The Damage Table remains pretty similar
Though when you take into account the Precise trait on the table, it makes a small change. It then becomes possible to score a bulkhead hit and reduces the chance of landing a critical hit by a few %.
The Damage Table (Precise Weapon)
Where things potentially need re-working are due to the Weak/AP and SAP traits as Weak weapons become proportionally stronger and AP/SAP weapons become proportionally weaker.
The individual Critical hit tables can be expanded to include more outcomes, as well as the main table being slightly rebalanced which has the chance to reduce the frequency of a Vital Systems critical.
Where things start getting different is the Initiative roll and Dogfights, where the roll can swamp any modifier. With initiative this is not such a problem as the current 2D6 offers a wide range of values anyway.
So with some messing about in excel I got to thinking what are the broad implications to the system of using D10s instead of a D6s in ACTA (beside having the fun of rebalancing all the ships).
In a nutshell, there is really not much change. There is very little difference if you make a fairly direct exchange from a D6 to a D10. Swapping the values from their D6 to their D10 probability and all you are looking at is a shift by around ±3.3%.
What you do get though are some spaces in the Hull scale.
Code:
D6 To Hit
2 83%
3 67%
4 50%
5 33%
6 17%
D10 To Hit
2 90%
3 80%
4 70%
5 60%
6 50%
7 40%
8 30%
9 20%
10 10%
Three additional values can be added in to those in the D6 scale when shifting to a D10. Between Hull 3 and 4 (D10 = 5); 4 and 5 (D10 = 7); and above 6 (D10 = 10).
The Damage Table remains pretty similar
Code:
D6 Probability
1 Bulkhead 17%
2-5 Solid hit 67%
6 Critical 17%
D10 Probability
1-2 Bulkhead 20%
3-8 Solid hit 60%
9-10 Critical 20%
Though when you take into account the Precise trait on the table, it makes a small change. It then becomes possible to score a bulkhead hit and reduces the chance of landing a critical hit by a few %.
The Damage Table (Precise Weapon)
Code:
D6 Probability
1-4 Solid hit 66%
5-6 Critical 33%
D10 Probability
1 Bulkhead 10%
2-7 Solid hit 60%
8-10 Critical 30%
Where things potentially need re-working are due to the Weak/AP and SAP traits as Weak weapons become proportionally stronger and AP/SAP weapons become proportionally weaker.
The individual Critical hit tables can be expanded to include more outcomes, as well as the main table being slightly rebalanced which has the chance to reduce the frequency of a Vital Systems critical.
Code:
1-3 30% Engines
4-5 20% Reactor
6-7 20% Weapons
8-9 20% Crew
10 10% Vital Systems
Where things start getting different is the Initiative roll and Dogfights, where the roll can swamp any modifier. With initiative this is not such a problem as the current 2D6 offers a wide range of values anyway.