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2E Scale Charts
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Bren
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PostPosted: Thu Jul 14, 2011 6:08 pm    Post subject: 2E Scale Charts Reply with quote

Introduction
OK, so I've seen a number of posts both old and new referring to the wonderfulness of the 2E Scale charts. Now, I never learned to love them in 2E. The charts are poorly formatted, hard to read, contain superflous or erroneous information, and for some odd reason there are three charts to cover four actions: To Hit, To Dodge, To Damage, and To Resist rather than the more logical four (unary) charts or two 2x2 (binary) charts that could be used. I also have a confession, a sort of dirty little secret. I don't think I ever really understood what the 2E charts were trying to tell me. So based on the idea that it was unlikely to be the case that all the folks liking the 2E scale rules (Fallon Kell, Grimace, Vanir, ZzaphodD, and you others - you know who you are) were crack brained reactionaries. Wink I decided to take another look at how the 2E scaling charts worked and to think about what the charts were trying to simulate. Here is what I found out.

Preliminary Notes and Conclusions
1. For reference: a copy of the original WEG 2E Scale Charts can be found on page 2 of the following thread about midway down the page. http://www.rancorpit.com/forums/viewtopic.php?t=972&postdays=0&postorder=asc&start=15.
2. There are irrelevant entries in all the 2E tables, e.g. (i) the upper right section of the To Hit chart includes to hit numbers for scales that cannot actually damage Capital or Death Star scales, (ii) the lower left of the To Damage chart includes damages for Capital and Death Star scale weapons even though they cannot hit character scale weapons, and (iii) the To Dodge chart includes entry for starfighters dodging Death Star attackers, even though from the To Hit chart, Death Star’s cannot hit a starfighter scale target. By clearing up these irrelevant entries the tables can be made a bit simpler to read.
I have done this in a set of corrected tables I created. I am happy to share them if someone can suggest a good way to make the file (MS-Word or PDF available).
3. The chance to hit and the chance to dodge to avoid a hit are listed in separate tables, while the chance to damage and the chance to resist damage are combined in a single table. This can be cleared up by either using four simple unary-result tables or two binary-result tables.
I have done this for a set of four unary tables as well as the set of two binary tables. Any proof reading of the tables once posted is more than welcome.
4. A mathematical note, while symmetric tables are easier to memorize and are often pleasing to the eye, asymmetric tables generally contain more information than a same size symmetric table. In particular this is the case for the To Dodge Scale Chart, which combines information on vehicle size, speed, and motion as well as attacking weapon area affect.

Analysis of the various scales
Note that in the analysis below, CAP or CAPs refer to die cap(s).
All
• To Hit: CAPs are not symmetric to the To Dodge CAPs. All scales can hit anything equal or larger in scale with full dice. If a smaller scale can be hit, the ‘To Hit’ roll will have a die CAP < 6. Death Star scale can only hit Capital or Death Star scale.
• To Dodge: CAPs are not symmetric to the To Hit CAPs. Dodge rolls do not follow any simple or regular pattern.
• To Damage: CAPs are always symmetric to the To Resist CAPs. All scales can damage anything equal or smaller in scale that they can hit with full dice. The roll to damage anything larger in scale will have a die CAP < 6 (and the effect may be no damage). Death Stars can only be damaged by Capital or Death Star scales.
• To Resist: CAPs are always symmetric to the To Damage CAPs. All scales resist damage from anything equal or smaller in scale with full dice. If a larger scale can hit a smaller, the smaller scale will resist with a die CAP < 6.

Character
• To Dodge: Speeder and Walker scale CAPs =5, Starfighter scale CAP =3. Presumably this is due to an area blast effect from the larger scale weapons.
• To Damage: Speeder scale CAP =3, Walker and Starfighter scale CAPs=2. Capital and Death Star scales cannot be damaged.
• To Resist: CAPs are symmetric to the To Damage CAPs.

Speeder
• To Hit: Character scale CAP=4.
• To Dodge: Walker CAP =5, Starfighter CAP =4, Capital CAP=2. Presumably this is due to an area blast effect from the larger scale weapons.
• To Damage: Walker and Starfigher CAPs=3, Capital CAP=1.
• To Resist: CAPs are symmetric to the To Damage CAPs.

Walker
• To Hit: Character CAP=3, Speeder CAP=5.
• To Dodge: Is unique since Walkers cannot dodge Character or Capital scales, but can be damaged by them. Speeder and Starfighter CAPs=2. Obviously Walkers are the least maneuverable scale.
• To Damage: Starfighter CAP=3, Capital CAP=1.
• To Resist: CAPs are symmetric to the To Damage CAPs.

Starfighter
• To Hit: Character CAP=2, Speeder CAP=4, Walker CAP=5.
• To Dodge: Is unique. All CAPs=6. Clearly Starfighters are the most maneuverable scale.
• To Damage: Capital CAP=3.
• To Resist: CAPs are symmetric to To Damage CAPs.

Capital
• To Hit: Speeder and Walker CAPs=2, Starfigher CAP=3.
• To Dodge: Cannot dodge Speeder or Walker scales. Starfigher CAP=2, Death Star CAP=4. Presumably ground units are firing at Capital ships in stationary orbit, which cannot dodge, and Death Star CAP is due to area blast effect.
• To Damage: Death Star CAP=1.
• To Resist: CAPs are symmetric to To Damage CAPs.

Death Star
• To Hit: Capital CAP=3.
• To Dodge: Capital CAP=3.
• To Damage: No CAPs, but can only hit Capital and Death Star scales.
• To Resist: CAPS are symmetric to To Damage CAPs. Can only be damaged by Capital or Death Star scales.

I am not very strongly considering a return to the 2E scaling rules facilitated by my new understanding and a set of easier to read Scale Charts.


Last edited by Bren on Thu Jul 14, 2011 11:15 pm; edited 1 time in total
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Fallon Kell
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PostPosted: Thu Jul 14, 2011 10:30 pm    Post subject: Re: 2E Scale Charts Reply with quote

That was a good read, but now I feel incomplete without a way for my rank subtitle to read "crack brained reactionary"! Laughing

Bren wrote:
Speeder
• To Hit: Character scale CAP=4.
• To Dodge: Speeder and Walker CAPs =5, Starfighter CAP =4, Capital CAP=2. Presumably this is due to an area blast effect from the larger scale weapons.

I think you made a slight error here... (Either that or I'm misreading your chart now!) Anyways, speeders aren't capped at five when dodging speeder scale weapons.
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Grimace
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PostPosted: Thu Jul 14, 2011 11:07 pm    Post subject: Reply with quote

Ha ha ha! "Crack brained reactionary" FTW!

I'll give you credit for giving it the gung-ho try. Yes, the charts they provided were rather wonky. I could see where this could cause confusion in people who weren't able to fully understand the wonkiness.

For what it's worth, I modified the charts to reflect somewhat of the "2x2 (binary)" chart you mentioned. Basically, the charts that WEG provided gave added flavor to certain scales (as you discovered). Walkers were lumbering beasts that couldn't do much dodging at all. Where WEG went wrong was making it, as you noted, non-uniform in nature. A person couldn't go "oh, you're two scales below, so you're dice are capped at X for resisting damage and for dealing damage." That was an error on their part that prompted many to dislike the die cap method of scales.

Where die caps excel compared to R&E is due to the uniformity of dice rolled (you always roll what you normall roll, only the amount on the dice are capped) and the reality of the scale differences (a Character scale weapon will NEVER damage a Capital scale object, even though the Character scale weapon can no doubt hit the capital scale object).

Honestly, the best way to go about the die cap method for 2e (unless you want all the nuances flavor that WEG put into it) is to go with something like this.

Character scale - Character scale = 6 / 6
Character - Speeder = 4 / 6
Character - Walker = 2 / 6
Character - Starfighter = 1 / 6
Character - Capital = - / 6
Character - Death Star = - / 6

Speeder - Character = 6 / 4
Speeder - Speeder = 6 / 6
Speeder - Walker = 4 / 6
Speeder - Starfighter = 2 / 6
Speeder - Capital = 1 / 6
Speeder - Death Star = - / 6

Walker - Character = 6 / 2
Walker - Speeder = 6 / 4
Walker - Walker = 6 / 6
Walker - Starfighter = 4 / 6
Walker - Capital = 2 / 6
Walker - Death Star = 1 / 6

Starfighter - Character = 6 / 1
Starfighter - Speeder = 6 / 2
Starfighter - Walker = 6 / 4
Starfighter - Starfighter = 6 / 6
Starfighter - Capital = 4 / 6
Starfighter - Death Star = 2 / 6

Capital - Character - 6 / -
Capital - Speeder = 6 / 1
Capital - Walker = 6 / 2
Capital - Starfighter = 6 / 4
Capital - Capital = 6 / 6
Capital - Death Star = 4 / 6

DS - Character = 6 / -
DS - Speeder = 6 / -
DS - Walker = 6 / 1
DS - Starfighter = 6 / 2
DS - Capital = 6 / 4
DS - DS = 6 / 6

That way you simply use the same numbers and adjust for what's affecting what. Smaller going at larger, smaller scale is capped for damage and resisting, larger scale is capped for hitting and dodging. Easy.
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Bren
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PostPosted: Thu Jul 14, 2011 11:28 pm    Post subject: Re: 2E Scale Charts Reply with quote

Fallon Kell wrote:
I think you made a slight error here... (Either that or I'm misreading your chart now!) Anyways, speeders aren't capped at five when dodging speeder scale weapons.
Embarassed Yep. It's a copy/paste error. Thanks for catching that. Fixed now.

Makes me wonder how many times WEG had to proof read the tables. I guess now I will have to forgive that extra "6" in the Starfighter row for dodging Death Stars. Laughing
Fallon Kell wrote:
That was a good read, but now I feel incomplete without a way for my rank subtitle to read "crack brained reactionary"!
Maybe if you ask Loc Taal very, very nicely... Wink Seriously, I'm glad you and Grimace got a chuckle out of that. That's how it was intended.
Grimace wrote:
Honestly, the best way to go about the die cap method for 2e (unless you want all the nuances flavor that WEG put into it) is to go with something like this.
Thanks for sharing your modification. When I first read the charts, I was expecting something symmetric (like most rules) from WEG and when I didn't find it, well...you know the rest. Now that I understand the asymmetry I am starting to appreciate the nuances. Smile I'm not sure if I can convince my co-GM though. She's not at all a rules wonk. I may try your symmetric version as that is likely to be more palatable.
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atgxtg
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PostPosted: Fri Jul 15, 2011 1:36 pm    Post subject: Reply with quote

One of the reasons for the asymetical tables is that the die caps don't make it any easier to hit larger targets.

For instacne, if you a flying an X-Wing and are shooting at the Death Star, by the 2E tables, it is just as difficult to hit as a TIE Interceptor!
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Bren
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PostPosted: Fri Jul 15, 2011 1:59 pm    Post subject: Reply with quote

atgxtg wrote:
One of the reasons for the asymetical tables is that the die caps don't make it any easier to hit larger targets.

For instacne, if you a flying an X-Wing and are shooting at the Death Star, by the 2E tables, it is just as difficult to hit as a TIE Interceptor!
True.

Of course it doesn't really matter if you hit the Death Star or not in a starfighter since you can't do any damage. The cap on the To Damage table is "-" i.e. no damage.

From my review of the tables, it looks like WEG accounted for it being easier to hit some targets by making the target's dodge more difficult. For example, that's why Walker's have a crappy dodge. Walkers are slow and rather ponderous in the films. They can't dodge at all against Character or Capital scale attackers and their dodge is capped at 2 vs. Speeders and Starfighers. The only thing Walkers are actually any good at dodging are other Walkers. By making their dodge poor, it in effect gives a bonus to the other scale attacker since he doesn't have to really worry about the target dodging. He just needs to overcome the range difficulty.
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PostPosted: Fri Jul 15, 2011 3:19 pm    Post subject: Reply with quote

I like the fact the 2nd (and 1st) ed keep the relative damage values between different weapons even between scales. In 2nd&RE they end up causing almost the same amount of damage because of the equalizing factor of the added dice.

What I dont like with the scale system is that the increased difficulty of hitting targets follows the increased damage output. For example a speeders/walkers weapons should also be made to target character scale targets. Especially the lighter weapons. This could be done with adding FC, but this is seldom (if ever) done.
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Bren
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PostPosted: Fri Jul 15, 2011 5:22 pm    Post subject: Reply with quote

ZzaphodD wrote:
What I dont like with the scale system is that the increased difficulty of hitting targets follows the increased damage output. For example a speeders/walkers weapons should also be made to target character scale targets. Especially the lighter weapons. This could be done with adding FC, but this is seldom (if ever) done.
Well it's a character based game and that rule makes it more likely the characters can survive being targeted by larger scale weapon. One could also change some of the weapons on the larger scale vehicles to a lower scale weapon. Similar to earthly armored vehicles that mount antipersonnel MGs, one could swap out a low dice Walker Scale weapon for a character scale medium repeating blaster.
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PostPosted: Fri Jul 15, 2011 5:38 pm    Post subject: Reply with quote

I know several of the walkers i have made, added a few speeder or character scale weapons to hit those pesky people that were shooting back.
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PostPosted: Fri Jul 15, 2011 6:56 pm    Post subject: Reply with quote

Bren wrote:
ZzaphodD wrote:
What I dont like with the scale system is that the increased difficulty of hitting targets follows the increased damage output. For example a speeders/walkers weapons should also be made to target character scale targets. Especially the lighter weapons. This could be done with adding FC, but this is seldom (if ever) done.
Well it's a character based game and that rule makes it more likely the characters can survive being targeted by larger scale weapon. One could also change some of the weapons on the larger scale vehicles to a lower scale weapon. Similar to earthly armored vehicles that mount antipersonnel MGs, one could swap out a low dice Walker Scale weapon for a character scale medium repeating blaster.


For example, on the AT-ST I have changed both the grenade launcher and the lighter blaster cannon to character scale.
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PostPosted: Fri Jul 15, 2011 10:38 pm    Post subject: Reply with quote

It's also good to remember that though the speeder and walker scale To Hit is capped, the character dodge is also capped (though at a higher level). So it isn't entirely one sided in favor of the character.
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PostPosted: Sat Jul 16, 2011 2:26 am    Post subject: Reply with quote

ZzaphodD wrote:

For example, on the AT-ST I have changed both the grenade launcher and the lighter blaster cannon to character scale.


Did you up the damage any?
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PostPosted: Sat Jul 16, 2011 12:55 pm    Post subject: Reply with quote

Bren wrote:
True.

Of course it doesn't really matter if you hit the Death Star or not in a starfighter since you can't do any damage. The cap on the To Damage table is "-" i.e. no damage.


True, but it should matter when damage isn't the goal,or when shooting at a target you candamage. It would be kind of embassasing to miss a small moon at pointblank range.


Quote:

From my review of the tables, it looks like WEG accounted for it being easier to hit some targets by making the target's dodge more difficult.


Yeah, but that isn't such a great solution, since opponent's don't always dodge. Especially with clumsy ships at long range. So the net effect is that it isn7t any easier to hit a mile long ISD.

I think I prefer the other scaling system. I've been learning towards using a fixed Scale Number ala D6 Space.



For example, that's why Walker's have a crappy dodge. Walkers are slow and rather ponderous in the films. They can't dodge at all against Character or Capital scale attackers and their dodge is capped at 2 vs. Speeders and Starfighers. The only thing Walkers are actually any good at dodging are other Walkers. By making their dodge poor, it in effect gives a bonus to the other scale attacker since he doesn't have to really worry about the target dodging. He just needs to overcome the range difficulty.[/quote]
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PostPosted: Sat Jul 16, 2011 7:55 pm    Post subject: Reply with quote

garhkal wrote:
ZzaphodD wrote:

For example, on the AT-ST I have changed both the grenade launcher and the lighter blaster cannon to character scale.


Did you up the damage any?


From memory..

The damage is 2D walker scale, that would be 6D character scale right? I think I upped the damage 1D to a medium repeater.
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PostPosted: Sat Jul 16, 2011 11:07 pm    Post subject: Reply with quote

ZzaphodD wrote:
garhkal wrote:
ZzaphodD wrote:

For example, on the AT-ST I have changed both the grenade launcher and the lighter blaster cannon to character scale.


Did you up the damage any?


From memory..

The damage is 2D walker scale, that would be 6D character scale right? I think I upped the damage 1D to a medium repeater.

I thought the damage on those concussion grenades was 3D walker...
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