[Consim-l] Re: Damage Models

Tracy Johnson tmjva at verizon.net
Wed Dec 26 14:13:11 EST 2007


A group I belong to sometimes runs a Trek game that had a very simplified hit system:

One shot = one hit  (Within range.)

One hit = one kill.  (When shields are down.)

One hit = Shields drop.  (That quarter of the ship.)

We'd use clipped business cards into fourths, to represent shields up.

We justified it by telling ourselves it's only a TV show.  And quite simply, 
misses in Trek were rare.  So why not simply say a shot is always a hit?  If 
shields are down a hit will nearly always kill (or disable for episode purposes.) 
  If shields are up, invariably the ship is not killed right away, but are usually 
down to 50% or less.  So another hit in the same spot might as well be treated as 
shields down.

It was fun to watch players attempt to maneuver their down shields to face away 
from the enemy until repaired (in one turn).  Since it was simul-move written 
orders, you never knew what would happen next.  In a Wooden Ships kind of way, 
only faster.

The game was also free form, no hexagons.  It was also eye-balled, only judges had 
tape measures.

To reiterate:  We justified it by telling ourselves it's only a TV show.  Only 
Hollywood science mattered.

-- 
BT

Tracy Johnson
Justin Thyme Productions







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