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Why "Torpedoes"?
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Jan 22, 2021 2:38 am    Post subject: Reply with quote

Strange you say "You like simplicity", with all the rules mods, add ons and the like, you keep coming up with.
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Raven Redstar
Rear Admiral
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Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Fri Jan 22, 2021 12:46 pm    Post subject: Reply with quote

garhkal wrote:
Strange you say "You like simplicity", with all the rules mods, add ons and the like, you keep coming up with.


I'm reminded of the duality of mankind. Sometimes we don't make sense.

I like having the option of adding more depth if I want, but most times I just try keep things simple, it's all about finding that right balance of speed and substance.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 22, 2021 1:05 pm    Post subject: Reply with quote

There’s a time and a place for everything. Complex is fine for character builds and such, but not so much when it comes to a fast-paced combat scene. It needs to be simple enough for the GM and the players to keep track of without overloading them with work. Now, if you wanted to, say, come up with a way to factor speed into evasiveness so that it boils down to a single, aggregate dice roll, then sure, but having to track SUs moves for every missile and torpedo in flight, in addition to all the ships involved, then I’m not interested.
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