Jul 26 18:47 1998

To: Froccer

Copy to: Dan
Copy to: Jert

From: Jerm

Subject: everything

Jert and I tried making a table for bursting and tried using it in game
play to test it out. It seemed to work well and wasn't complex.

Player decides how many rounds to fire: 1,3,5,10,15 only uses up one attack.
Rolls to strike adds in any bonuses he may have.
Defending player then decides to dodge or not(not having known what the
attacker rolled to strike).
The defender then rolls to dodge. The table is based on the difference
between the attackers strike and the defenders dodge.
ie: Attacker rolls well defender rolls shitty he gets hit with more
rounds then if he had rolled better.

The more rounds you fire the greater the chance you have of hitting your
opponenet although you will hit with a lesser percentage of shots
I don't have the table in front of me to show you right now but I'll do
that later. What it needs right now are modifications for distance.

The thing I like about this is that it takes into account strike bonuses
and W.P. without changing anything. Also includes the fact that if more
blasts are flying through the air it's harder to dodge.
It also takes into acount this:
Let's say a guy rolls a natural twenty to strike:
Dodge roll is a measly 10 including bonuses gets hit with a lot of
rounds as compared to a 23 to dodge including bonuses doesn't get hit
with as many rounds.

Anywho time to get back to work talk to you freaks later!

Yours truly,

Jerm "Freak"

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