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- Mar 31, 2008
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I actually end up making casualties deterministic. In a 10 Str v 10 Str battle, I do the victory roll. Winner gets a 20% bonus to their strength in casualties (12 v 10). The winner does 27% or 54% casualties, depending if I divide the percentage in half to prevent mass casualties.
Loser would do 23% or 46%. It means you can pretty much determine things through one roll while giving the winner a bonus in casualties, which was added because smaller forces would otherwise perform poorly. The earlier battle role is also already determined by the usual flanking, amphib landing, etc, making the casualties more fluid.
Kinich had a good ruleset that had the misfortune of showing everyone why it was a good ruleset.
Loser would do 23% or 46%. It means you can pretty much determine things through one roll while giving the winner a bonus in casualties, which was added because smaller forces would otherwise perform poorly. The earlier battle role is also already determined by the usual flanking, amphib landing, etc, making the casualties more fluid.
1) Hide the math. Most players - and the exceptions tend to be GMs and Kinich - have a panic attack when they see the underlying mechanics of more complex games.
Kinich had a good ruleset that had the misfortune of showing everyone why it was a good ruleset.