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Editing User:LRichardson/A Proposed Alternative to BattleTech Critical Hit Resolution

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If a die with a lower number of faces, such as a d6 or d10, is to be used then the modifiers for the amount of damage the weapon causes should either be altered or, if desired, left as is and simply accept the much higher lethality. That is to say rolling over five on a ten sided die is a lot less likely than rolling over five on a twenty sided die. It is worth noting that the increased likelihood of critical hits from a large weapon such as a [[Gauss rifle]] or AC/20 means that such weapons are made much more useful than they traditionally have been in Total Warfare<ref>''Tech Manual'', p. 208</ref>. Since many consider the AC's to be underpowered for their mass and size, this could be seen as something of a balancing point to justify the number of canonical units that are equipped with such weapons. Left up to the reader is the exercise of whether it is better for a locations structure to be hit with four five-point groups or one twenty-point hit. Along this same line this also allows for an additional attribute to be added to the weapons table: a modifier to the base to hit number separate from the weapons damage.  
 
If a die with a lower number of faces, such as a d6 or d10, is to be used then the modifiers for the amount of damage the weapon causes should either be altered or, if desired, left as is and simply accept the much higher lethality. That is to say rolling over five on a ten sided die is a lot less likely than rolling over five on a twenty sided die. It is worth noting that the increased likelihood of critical hits from a large weapon such as a [[Gauss rifle]] or AC/20 means that such weapons are made much more useful than they traditionally have been in Total Warfare<ref>''Tech Manual'', p. 208</ref>. Since many consider the AC's to be underpowered for their mass and size, this could be seen as something of a balancing point to justify the number of canonical units that are equipped with such weapons. Left up to the reader is the exercise of whether it is better for a locations structure to be hit with four five-point groups or one twenty-point hit. Along this same line this also allows for an additional attribute to be added to the weapons table: a modifier to the base to hit number separate from the weapons damage.  
  
This critical hit resolution method does have a problem in relation to mech design. Some `Mechs are designed with a distribution of equipment in locations intended to protect critical items. For example, stuffing machine guns and such in a location that has an ammo bin so that any critical hits rolled are likely to be absorbed by something other than the ammo. The proposed critical hit system in this writing makes a given location equally likely to be hit if it is the only item in the location or if it is only one of twelve items in the location. This has the effect of making items like [[User:LRichardson/Essays/Anti-Spalling Buffer|Anti Spalling Buffers]] useless.
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Some credit for this concept should be given to [http://boardgamegeek.com/boardgamepublisher/5/avalon-hill Avalon Hill]. A system very much like the one described here was used in the vehicle hit system in the 1984 game "Firepower", an infantry scale contemporary man to man combat game and formed the inspiration for this rule-set.  
 
 
Some credit for this concept should be given to [http://boardgamegeek.com/boardgamepublisher/5/avalon-hill Avalon Hill]. A system very much like the one described here was used in the vehicle hit system in the 1984 game "Firepower", an infantry scale contemporary man to man combat game and formed the inspiration for this rule-set.
 
  
 
==References==
 
==References==

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