17 hours ago, theBitterFig said:If it was in X-Wing, every attack would need accuracy and damage numbers, as well as evasion and reinforce numbers (not sure how reinforce would work, but maybe just reducing damage dice rolled against you... that said, the reinforce action works a lot cleaner then). The B-Wing rolls a low evasion, but has a higher reinforce number. They're easy to hit, but perhaps that 6 dice Proton Torpedo is reduced to like 3 vs a B-Wing's heavy shielding. TIEs and Interceptors have high evasion numbers, but incredibly low reinforce. I guess that's thematic, but the current system is just so much faster, and so much clearer.
There are two weapons in 1.0 which has a degree of the effect being discussed - the plasma torpedo and the single turbolaser
Essentially, you can make a weapon powerful but inaccurate by either method (or a combination of the two);
- the plasma torpedo attacks normally but adds extra damage 'if you hit'. A putative inaccurate-but-lethal weapon could be three, or even two, attack dice, but if the attack hits could inflict one or more extra damage (or even critical damage)
- the turbolaser has a lot of attack dice but doubles the defender's agility. This means that the difference between agility 0 (still agility 0) and agility 1 (now agility 2) is sizeable, whilst the difference between agility 1 and agility 2 (now agility 4!) is huge, and agility 3 is essentially unhittable.
