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#1
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Absolutely no reason why not.
From memory aren't d6 prone to giving a more defined bell curve than d10 and d20? If so it's probably worth using 3d6 in preference to 2d10 (or even 2d6), to place the more desirable (or the more likely) events within the bell curve peak and the less desirable events at the base. With all this input I think we're about 75% of the way towards a workable faults table for post-war manufactured mortar ammo. |
#2
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ArmySGT has sent me some more suggestions for the faults table. At some point when real life stops bothering me, I'll try to put together a chart that takes advantage of the bell curve property of dice rolling as per Legbreaker's suggestion. While this table has been specifically made in relation to mortar shells, with a little tinkering it should be usable for other forms of artillery.
Slow Burn... On impact, the casing breaks in two at the ogive . The explosive filler burns (no detonation) in a bright furious geyser of blinding white fire and throws off sparks. 50% chance of igniting combustible materials in a 5 meter radius. Bad fins or imbalanced casting.... The shell fires as normal but, cannot be stabilized in flight by a imperfect casting. The random rules for a miss apply, triple the distance for a catastrophic failure. Intentional ..... The manufacturer substituted the explosive filler for clay. Whether, to save money or hide failures may not be known. There cannot be a detonation on impact. Fuse failure..... the fuse arming mechanism shears a pin and the shell detonates at its highest point (perihelion) as the nose turns toward the earth. Hangfire.... Slow propellant ignition... The shell drops down the tube and impacts the firing pin.. There is wisps of smoke and the shell will fire in 1d6 minutes. |
#3
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To aid you in your work, O Cynic, I built the attached spreadsheet.
The First Sheet tallies outcomes for 2D6, 3D6, 2D10, and 3D10s both as number of outcomes or as percentages. Rows 12, 14, 31 & 33 display the could of outcomes of a given value using the number of dice; the row immediately under each count is the percentage chance of that given outcome. The differences in distribution is displayed in a pretty graph at the bottom. The Second Sheet has blank tables for 2D6, 3D6, 2D10, and 3D10 outcomes, listing the approximate outcome for each set of dice as if on a D100 range (D1000 for 3D10). Play with it and which outcome distribution you like best. Or skip if it doesn't suit. What can I say? I was bored at work. Uncle Ted |
#4
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That's very nice of you... pfft, it's pretty damned awesome actually!
![]() Thank you kind sir ![]() Edit: Been giving the spreadsheet a good look and it's very, very handy. My only question is about the graph itself. Was there meant to be annotation for the colours on the graph? When I open the spreadsheet the graph displays fine but there's nothing stating which colour is what die. While I'm certain that green is the d6 and blue is the d10, I'm assuming that they are both 2 dice (i.e. 2d6, 2d10) and I'm also assuming that the red plot is 3d10 and the purple is 3d6, is that correct? Thanks again for this, it really has made the dud round results a lot easier to place onto a chart. Last edited by StainlessSteelCynic; 01-11-2016 at 05:59 PM. Reason: asking question |
#5
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When I commented about a chart for possible complications resulting from the 10% chance of failure on mortar rounds made by the Wojo plant, I really didn't expect there to be such a response. Not that I'm complaining at all.
At the time, I was hoping someone might come up with enough possibilities to make something like a 2d6 chart, or maybe percentiles. Now I see there are too many results to fit on a 2d6 roll, but 3d6 might work. (I like Legbreaker's idea of putting the more disastrous results at the ends of a bell curve; it helps to keep the odds low enough that players won't be afraid to use mortars) And, like Bobcat suggested, this could be applied to any other facilities that are making weapons during he war, with variable odds of failure depending on the level of quality control in place at the facility in question. I am looking forward to seeing what comes from this. And also, to see what kinds of possible complications there are that I hadn't thought of.
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"They couldn't hit an elephant at this dis...." Major General John Sedgwick, Union Army (1813 - 1864) |
#6
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This is how the community should operate. Everyone working together to build on what's gone before, not tearing down and starting again, or arguing about the tiniest little discrepancies (which are probably just typos anyway). This is GOOD!
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#7
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Absolutely agree. Take a point of interest, throw around some ideas, come up with an improvement in the game (regardless of if your using v1.0 or 2.2). Thats why i'm here.
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"Beep me if the apocolypse comes" - Buffy Sommers |
#8
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The Blue inverted V is 2D6 The Red (flatter) inverted V is 2D10 The green curve is a 3D6 distribution The purple curve is a 3D10 distribution If I were a little smarter and demanded of Excel that it show curves, the inverted Vs would be a little softer looking, but their progression is rather regular (one more chance of a give outcome on 2 dice than the previous value) The graph is comparing the distribution - Y axis is the % chance of a given outcome, Uncle Ted |
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