1/5 = 20%
1/4 = 25%
2/5 = 40%
1/2 = 50%
3/5 = 60%
3/4 = 75%
4/5 = 80%
1/1 = 100%
Remember in terms of accuracy, I had proposed this Custom D8 which is a percentile accuracy die ... But using SIMPLE MATH (like 1/2 or 1/5, etc.) The percentages would be HIDDEN from the players, all they would know is that there are two (2) Custom D8s they need to roll:
1. a D8 to determine which Troops are ready to attack (000 to 111).
2. a D8 to determine accuracy in terms of the battle (1/5 to 1/1).
I personally don't know if I would favor an RPS over an accuracy dice. Not sure TBH. I just thought that maybe bringing back the Custom D8 with the odds-based calculations might be of interest.
What do you think???
Would this die be of any use (in general) when determining the efficacity of a set of Troops...? I'm just asking because I'm wondering if it needs to be re-introduced into the mix, to make the simulation more accurate.
What are your thoughts on this matter... And do you think this accuracy roll could eliminate the need for an RPS even if natural?!
Note #1: I also made a prototype of this accuracy die too... I like having "tangible" assets which tie me to a project. For some reason the dice manufacturer has changed their DPI from 300 to 150 and changed the overall dimensions of the Files for the various faces of the dice.
I will wait until the I receive the dice to check to correctness. But I suppose that the changes are to improve the overall resolutions and impression of the the making of the dice.
If NOT, well then I will submit another Ticket to ensure that I can have the RIGHT saved projects for future use. This CHANGING on resolution and dimensions is a bit of an issue if you want the dice to look good in the future and also to be allowed to EDIT a project once it is purchased (sort of re-edit feature...)
Calculating a fraction is too much work for players.
I am working on something that does the work for the players. And Then the roll for a group isn't needed either.
Thinking about having the number of hits as an output per card.
Not sure how yet. But I am thinking about having a couple of dice being rolled. Then the score will determine if a card has 1 or multiple hits. The multiple hits are based on the card having multiple projectiles.
Flamethrower has for example 3 projectiles of 1 damage each.
Each projectile is supposed to have a percentage chance to hit. Of course having 2 hits and 1 miss is linked to a certain score as well.
The "old school" variant had a basic accuracy of 50% and an extra accuracy of 50%. Thus 25% per projectile. The number of projectiles that at least can hit:
0: 100%
1: 87.5%
2: 50%
3: 12.5%
If I am to roll for example 4d6 for all cards. The scores needed to simulate those hits are:
0: 4; 100%
1: 11; 84%
2: 15; 44%
3: 19; 10%
A rifleman would have only 1 projectile.
1: 50% would translate into:
1: 15; 44%
So, as you can see, I am not sure about this.
The more dice, the better the result.
Perhaps 2d10 would be good as well. Because then I can round it down to %. And it would be a roll of "this" or less.
0: 100%
1: 88%
2: 50%
3: 13%