CZuschlag
Mongoose
I harken back to the old AD&D tournament modules. For example, if you want to run old module A3 (Assault on the Aerie of the Slave Lords) as a tournament you'll find that all the damage is a fixed constant. Everything for damage is pre-rolled.
Why? Well, they decided that they wanted to introduce a control for luck, so they could properly assess the players' skill sets without introducing freak damage rolls into the game.
You COULD argue that that wasn't an AD&D tournament anymore, because damage wasn't being rolled. But it wasn't just a tournament, it was one of the first GenCon AD&D tournaments ever. What they did was control the luck because of the relative importance of the small sample sizes they had to deal with.
Same here. TBS for balancing purposes just makes sense. It stops bad playtesting from hiding behind excessive random elements. That's manufacturing control, that's solid work. The massive spreads in the current beam rolling system allows for large errors in beam balance to look, locally, correctly tuned. They aren't --- let's not kid ourselves.
The only system where very consistent amounts of damage in intrinsically helpful to the ship is the GEG. I don't recommend TBS when firing on the Drakh --- yet (the effect should be very small, but I haven't calculated it yet, so, no promises). I strongly recommend against removing 6,5 and 6,6 results; that does change the critical damage averages and therefore the balance of Precise and so forth.
Why? Well, they decided that they wanted to introduce a control for luck, so they could properly assess the players' skill sets without introducing freak damage rolls into the game.
You COULD argue that that wasn't an AD&D tournament anymore, because damage wasn't being rolled. But it wasn't just a tournament, it was one of the first GenCon AD&D tournaments ever. What they did was control the luck because of the relative importance of the small sample sizes they had to deal with.
Same here. TBS for balancing purposes just makes sense. It stops bad playtesting from hiding behind excessive random elements. That's manufacturing control, that's solid work. The massive spreads in the current beam rolling system allows for large errors in beam balance to look, locally, correctly tuned. They aren't --- let's not kid ourselves.
The only system where very consistent amounts of damage in intrinsically helpful to the ship is the GEG. I don't recommend TBS when firing on the Drakh --- yet (the effect should be very small, but I haven't calculated it yet, so, no promises). I strongly recommend against removing 6,5 and 6,6 results; that does change the critical damage averages and therefore the balance of Precise and so forth.