From: thantos@runic.via.mind.org (Paul Williams [SysOp])
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
Subject: Re: WereVamp->Ars?
Date: 8 Oct 92 22:18:12 GMT
Organization: Runic Writings / Lawrenceville, GA



jacobus@symphony.cc.purdue.edu (Bryan J. Maloney) writes:

> Jeezopeets!  You want me to do ALL your thinking for you?  Hokay, guns for th
> Ars Magica game--rather a means to figure out guns for Ars Magica.

   Noooo, not   *all*   of   it.     :)  Though  your  help  is  *greatly*
        appreciated.

> 1:  Compare the damages for various missile weapons in Ars Magica with their
>     equivalents in the Storyteller system.  Use the derived curve to convert
>     the damage to Ars Magica bonus to Dmg.

   Hmmmm...  I need to grab a copy of Vampire, or try to  get  a  copy  of
        Mage.

> 2:  Automatic weaponry have SHITLOADS of bonus to the rate.  Give standard
>     pistols sufficient bonus to rate to allow them to fire 2X/round (not
>     accurate, but it's a start).  Extend the rate chart (using the same
>     progression--the principle seems obvious enough to me.  Now, give auto
>     weapons sufficient rate stat so that they will fire as much in a given
>     time proportional to how much they can throw out vs. a "typical" pistol.

   Ran  upstairs  to  grab  my  AM  ]I[,  and popped it open to the Combat
        section.

   Staring at the rate chart in concert with the weapon lists, it  appears
        obvious that  the Long Bow is one massively disgusting weapon.  :)
        +8 rate and +14 damage.  That's nasty.  Looks like a standard  .22
        might do +20 or so damage.

   How does this look for a addendum to the speed chart?  :

    Rate Total            Shots/Round
    +11 - +20                 2/1
    +21 - +30                 3/1
    +31 - +40                 4/1
    +41 - +50                 5/1
    +51 - +60                 6/1

   Whew!   After  peering  at  this,  I see it might just be easier to say
        that auto weapons fire in bursts of three,  with  the  rate  chart
        giving how  many  bursts  per round they pop off.  Of course, that
        scales  up  damage  significantly,  thus  making  combat   deadly.
        Sounds good to me.  :)

> 3:  Now, if you don't want to deal with oodles and oodles of Dmg rolls and
>     soaks, break up your autofire attacks into burst of three or four, add
>     the Dmg for each shot, and Soak (or not, hee hee hee hee hee) accordingly
>     (Moral--automatic weapons KILL.)

   Just  from looking at this, it looks like auto will definately decimate
        the masses.  Even a shotgun (with a dam of about +40  and  a  rate
        of  -8  and  a WpnBns of +3 or so) is going to tear into people so
        hard, there'll be guts on the wall.  Definately looks good.  :)

> As for the various talents, whatnot, the effects seem to be pretty much
> system-independent.  However, if you REALLY must know how to convert things
> on some sort of exact scale, a means of approximating the chance of getting
> a certain number of successes with a given number of dice at a given difficul
> can be found thus:
> P=(n!/(n!*(n-x)!))*(p)*((1-p))
>
> where:
> P=probability of getting x successes using n dice.
> n=number of dice rolled
> x=number of successes desired
> p=probability of getting one success on one die
> Note that this does NOT take into account specializations or the rule of one,
> it only gives an approximation.

   Ook!  Math!  I better get my calc...


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thantos@runic.via.mind.org (Paul Williams [SysOp])
Newsgroups: rec.games.frp.misc