Possible House Rules

Sulfurdown said:
Locally we've changed the multiplier from a Damage Multiplier to a Hit Multiplier.

Only problem I have with this is the doubling of crits ships will get. Double the hit dices, double the criticals, double the adrift/random arc permanently out, increase the vulnerability of big ships to criticals. Not good :-/

Personally I would prefer more the idea of DD/TD/QD not multiplying critical damage than this one.
 
tneva82 said:
Sulfurdown said:
Locally we've changed the multiplier from a Damage Multiplier to a Hit Multiplier.

Only problem I have with this is the doubling of crits ships will get. Double the hit dices, double the criticals, double the adrift/random arc permanently out, increase the vulnerability of big ships to criticals. Not good :-/

Personally I would prefer more the idea of DD/TD/QD not multiplying critical damage than this one.

not really if you think about it, you wouldnt actually get that many more crits and I said before you would get lots of crit effects but if they didnt do all that damage most big ships would have pletny of chance to repair them... I personally would still prefer no doubling etc but they both have merit.

To reiterate though, I dont mind the system as it stands and its definitely better now than it used to be, I only suggest these things as I still think as good as ACTA is it could still be better :)
 
How can you say that you're not going to get double the number of crits when rolling double the number of dice on the attack table? Do you have some weird dice where the more of them you roll, the less likely they are to roll 6s?
The overall effect will be that whilst you get more average damage and crew loss from critical hits, you will get twice as many critical hit effects, and ships will then have to make twice as many repairs to keep running.
 
Locutus9956 said:
As for 'larger breach' again I dont see that as a valid argument either, sure it might do a BIT more damge but your talking a HUGE difference in damage that just magnifies the impact of an already horrible crit result (and the 'munititions blow up harder' point is exactly what I was driving at)

I just gave my take on it, it's just a logical (to me) extension of the 2 points of damage instead of 1. You don't agree, that's fine.

As for rolling twice on the damage table, you might end up with one weapon system causing crits on the engines, and on the bridge, given they're generally at opposite ends of the ship I'm not sure I'd prefer to see that happen, I'd rather just have the bigger damage in one place. Again, that's just my opinion, when it comes to rulesets, I'm generally Lawful Good :lol:

LBH
 
Locutus9956 said:
not really if you think about it, you wouldnt actually get that many more crits

You would get twice as many crits. That's big improvement. Or do you think precise has only small effect? Same effect...
 
yes but you wouldnt get any more DAMAGE and the main point as I see it is that a big ship with 50 odd damage points is more likely gonna take another turn or two to actually die and in that time it stands a good chance of repairing those crits so I reckon it would tend to balance out
 
Locutus9956 said:
yes but you wouldnt get any more DAMAGE and the main point as I see it is that a big ship with 50 odd damage points is more likely gonna take another turn or two to actually die and in that time it stands a good chance of repairing those crits so I reckon it would tend to balance out

But is going to end up critted to near uselessness. Damage hasn't been issue here unless TD weapon happens to roll 6-5 or 6-6. It's the crits disabling ship with several -1AD's, wpn 4+, adrift, no DC, random arc out and whatnot leaving big ship alive but unable to actually do much.
 
I kinda like the idea of the DD, TD, QD not effecting crit damage but what about the Dilgar? One of their racial specials deals specifically causing more damage when they get crits. Would they still get at least DD when causing crits or some other way of compensating for basically losing MoD?
 
You'd have to have some give and keep the doubling/trebling effects specific to the Dilgar (or not have a Dilgar player). Multiplying the damage dice would keep that but as has been pointed out that kind of multiplying increases the number of criticals which for some isn't a popular solution.
 
No. 1 Bear said:
3 Big ships don't get critted that easily out of the game anymore.
I took about 6 crits on my Omega against mimbari it still played a vital part in the game though.
I don't feel so. And crits are difficult to remove. Ok, the all hands to deck is good, but only if you are able to use SA. I would rather have a reduction in the bonus it provides, with the ability to remove crits more easily as it was in 1e.
I like the HR saying a double, triple, quadruple damage doesn't apply for crit. I was thinking of something else, using more DR: Roll a die for each crit. On a certain value, the ship doesn't suffer a crit but one more hit. That value is dependant on the size of the ship. For example: Battle 6+, war 5+, armaggedon 4+, ancient 3+.

Marc
 
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