Tuesday, November 19, 2013

Alternate Control Rolls in Car Wars

Though these rules still need more play testing I present them as they first appeared on my original website.

CAR WARS CONTROL ROLLS
Vehicles revised

This set of rules eliminates the handling class marker, control table, and crash table rolls (except for control lose caused by hazards) by creating one roll for control lose and basing any crash results on the amount the roll was missed by.  It also makes the driver skill a little more valuable by adding the skill bonus to the control roll.

The basic control roll is 2 or higher on 2d6.  This control roll is made every time a vehicle makes a maneuver or suffers a hazard.  A unmodified roll of 2 is always a failure.

Add to the dice roll the handling class of the vehicle, plus the skill of the driver as follows.  (The maximum skill bonus is +3.)

No skill:                    -2

Driver: 0                   +0

Driver: 1 or 2           +1

Driver: 3 or 4           +2

Driver: 5 or higher  +3

Subtract the difficulty of the maneuver, or hazard.

Modify the roll up or down by the speed of the vehicle as follows.


Vehicle Speed
Control Roll Modifier
5-10
+3
15-20
+2
25-30
+1
35-40
+0
45-50
-1
55-60
-1
65-70
-2
75-80
-2
85-90
-3
95-100
-3
105-110
-3
115-120
-4
125-130
-4
135-140
-4
145-150
-5
155-160
-5
165-170
-5
175-180
-6
185-190
-6
195-200
-6
205-210
-7
215-220
-7
225-230
-7
235-240
-8
245-250
-8
255-260
-8
265-270
-9
275-280
-9
285-290
-9
295-300
-10



Crash Results

Crash results created by maneuvers are determined by how much the control roll was missed.

Control roll missed by 0:  Trivial skid.

Control roll missed by 1:  Minor skid.

Control roll missed by 2:  Moderate skid.

Control roll missed by 3:  Sever skid.

Control roll missed by 4: Spin out.

Control roll missed by 5:  Side flip.

Control roll missed by 6:  Flip and burn.

Control roll missed by 7 or more:  End over end.


Crash results for hazards are determined below.

Missed roll by 0 or 1:  Minor fishtail.

Missed roll by 2, or 3:  Major fishtail.

Missed by 4, or  5:  Minor fishtail and roll on crash table.

Missed by 6 or more:  Major fishtail and roll on crash table.


Example 1:  A vehicle with a HC of 3, controlled by a Driver 0, going 80 mph, pulls a D6 90 degree bend.  The roll would be a base of  2; +3 +0 -2 -6 = 7 or better to maintain control.
A 7 or better has a 58.33% chance of occurring on 2 d6.  Compare this to the control table which gives a 3 or better to maintain control.  A 3 or better has a 66.66% chance of occurring on 1 d6.  The difference is only 8.33.

Example 2:  HC of 6, Driver 0, going 100 mph, pulls a D6 bend.   Base 2 +6 +0 -3 -6= 5 or better.  This yields a 83.33% chance of maintaining control.  Compare this to the control table which gives a 0% chance of crashing.  (A 90 degree bend in 1/5 of a second at a hundred miles per hour and no chance to crash?  I don’t like it.)

Why do it this way? 

When performing mass combats using Car Wars it is very difficult to keep track of the changing HC of up to 20 cars every phase of every turn, not to mention consulting the control table, and possibly the crash table every time on of them makes a maneuver, plus the fact that HC goes back up at the start of each turn.  This way the HC remains constant and the maneuver and speed modifiers are subtracted from it.  Also I wanted the driver skill to affect the control roll more directly.   Finally I can’t stand the fact that cars in Car Wars can perform outrages maneuvers with no chance for lose of control.  This way a control roll is necessary even for a D1 hazard or maneuver.

Which brings me to the one draw back I have found in this procedure.  Dice must be rolled every time the vehicle maneuvers or suffers a hazard.  However, I don’t feel this is a big concern, because we simply substitute the dice roll for changing the handling track and don’t have to worry about bits of paper blowing off the record sheet or running out of room to write a new handling class.

As a final note, after comparing the percentage chances of losing control using these rules with the rules in GURPS for losing control I found that this new system still allows the cars to perform way above reality.  I have worked out new speed modifiers based on GURPS, but haven’t play tested them.  I’ll try to send them after I fool with them a bit more.

I know you guys have these probability charts, but if your like me it’s too hard to dig them out, so I’ll print them here for your convenience.  This way you can compare my system to the old Car Wars system and see that the percentage chance for losing control is almost the same at lower speeds while a little less forgiving at higher speeds.  Let me know what you guys think of this.

2d6

Dice Roll
Chance of this number or higher
2
100%
3
97.22
4
91.67
5
83.33
6
72.22
7
58.33
8
41.67
9
27.78
10
16.67
11
8.33
12
2.78
    



1d6

Die Roll
Chance of this number or higher
1
100%
2
83.33
3
66.66
4
50
5
33.33
6
16.66



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