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CRT (Combat Results Table)

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X3M
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Gona try to do this without burning my hands.

I already made a plan.

A total of 5 CRT that act for a quicker accuracy roll.
1 CRT that will act for a quicker damage roll.

Where I used to roll 80 dice....
Well, I am looking at, at least 2, to at most 6 dice.

So, if a player needs 7 dice according to the unit stats.... a CRT is needed.
If a player needs only "less" dice than the number of dice used for the CRT. It is just those dice rolled old fashioned way.

***

Right, if you have something to say about the above. Ok...
But the main question of me would be.

What is a comfortable width of a CRT?
How much columns would be best?
Seeing how the players are going to add up the pips.
The number of columns including the "input" would be 12, 17, 22, 27 or 32.

questccg
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I'm going to HELP you in ANOTHER WAY...

If your game requires a CRT (Table) as per your explanation (God I feel so dumb!) I would ensure that you use a TOOL like Google Sheets and ensure that the TABLE can be viewed on a Cellular Phone (downloaded using Data ONCE) and then viewed the remaining time OFF-LINE (No Data).

So the amount of COLUMNS should be factored in by SIZING and having one of two distinct possibilities:

#1> If your Table is in Portrait Mode... Well there are more ROWS that COLUMNS that can be viewed. This is NOT an ideal mode because it is VERY restrictive on Cellular Devices (specifically SmartPhones).

#2> If your Table is in Landscape Mode you will be able to see MORE COLUMNS and less ROWS. This may be IDEAL because all you need to do is SCROLL UP or DOWN and you should have more room to express the data in your TABLE.

I can't help you with Combat Columns (I'm talking about PHYSICAL columns because of the DEVICE you are using to VIEW the Spreadsheet).

Again, not exactly knowing your PLANS ... This is a comment from a PRACTICAL POV. Not in any way relating to the Actual TABLE ... More to do with what mediums you would want to SHARE the Spreadsheet on and IF you want to go with SmartPhones... You need to plan accordingly.

Best!

Note #1: I did some testing using G-Drive and my Samsung SmartPhone... I would say you can probably SQUEEEZZZE 12 Columns if the date in most of the columns are NUMBERS and maybe one column could be descriptive. I've got to admit that even my Spreadsheet for "PoA" doesn't leave much to see on a SmartPhone which is LOUSY because you'd have to bring an iPad or a Tablet to duels... Again MY BAD. I never even thought about doing the SAME exercise with my OWN Table which allows all kinds of LAYOUTS (some standard ones which can be personalized)... You can create whatever layout you want... The Spreadsheet was a TOOL to help build your OWN layout.

Anyways there is very little ROOM in Landscape mode for many ROWS... I say at most 10 ROWS... Yeah I know that's poor. But the opposite is TRUE in Portrait mode... You may get like 8 columns in that mode... Again far from ideal. But the number of rows is more reasonable.

Hmm... This is a REAL "Head-scratcher". Everyone has PHONES... Too bad you cannot SHRINK SMALLER the spreadsheet. The Actual SIZE is the minimum and you can ZOOM IN (see less) but not ZOOM OUT (smaller larger view of the Table).

Looks like this is one for the Google Engineers! They need to IMPLEMENT ZOOM OUT to shrink the size of the spreadsheet so you can see more ... And ZOOM IN when you get to the DATA you need (ROW or COLUMN).

Yeah it's definitely not USER-FRIENDLY ATM! And it sucks because ALMOST everyone has a SmartPhone (85% from Google) ... So it would be to OPTIMIZE that tool for CELLULAR USAGE.

Yes I agree a iPad or Tablet is better... But most people use those devices AT HOME... Not on the GO! On the GO, it's usually a SmartPhone. So clearly they need to RE-THINK how SHEETS can be ZOOM OUT to shrink beyond their de-facto size (which is pretty big on SmartPhones)!

Note #2: This is OPTION #2... If you can make it an IMAGE (.PNG) then you can VIEW it LARGER by ZOOM IN! I will try this with my SHEET and report back... Well there is no IMAGE EXPORT in SHEETS but there IS an export to PDF... And on my PC, I can ZOOM IN and OUT no problemo.

I transferred the PDF to my SmartPhone and you can ZOOM IN and OUT with EASE.

So for MY USAGE and probably the same for YOU... Use Google Sheets to make the Table and then EXPORT it to a PDF. Then SHARE the PDF with the players of your game. They may need to download ACROBAT READER on the SmartPhone... But it should be really easy to ZOOM in & out and you can have a LARGER spreadsheet (or Table as you put it) and it would be compatible with most SmartPhones...

It requires an EXTRA STEP (to EXPORT to PDF)... But it's the best solution that I can come up so far... And you can clearly make LARGER TABLES than what you will be able to VIEW on SHEETS or MS Excel (on the SmartPhone???)

Anyways ... The PDF works great (at least for my purposes) and I believe for you too it will allow a larger sheet (You can select the SIZE of the SHEET Letter, Legal, A4, and many more, etc.)

So yeah I would RECOMMEND using Google Sheets since it's something that allows you to EXPORT to a PDF. MS Excel does have something too... But I've never tried it (and quite honestly I don't want to...) If you want to play around with the exporting in MS Excel ... Go for it!

Note #3: And to be real honest... I don't know HOW(?) many ppl actually have MS Excel on their SmartPhone. Google is like Android and Apple is like iOS. So PDFs for both platforms is probably the smarter goal since it's a PORTABLE DOCUMENT FORMAT (PDF). It probably will work on Android and iOS too...

I know for my purposes it's GOOD. You can work OFF-LINE on your PC all you want and design your own LAYOUTS or customize existing ones and then EXPORT to PDF and transfer the file(s) to your SmartPhone. Then during PLAY, all you need to do is VIEW the PDFs (ZOOM IN & OUT as you please...)

Note #4: Yeah the "Save As" in MS Excel produces a sh!tty output ... The way the export works in Google Sheets is much BETTER and produces a BETTER PDF file. Excel just makes the PDFs with multiple pages even if that's not the accurate picture for the Spreadsheet...

Cheers.

X3M
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No electronics please

Because...
Well, I am sure you can think of all the reasons.

larienna
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Did I read correctly: 12 to

Did I read correctly: 12 to 32 column CRT?

A that point, I consider this unplayable.

This is that I consider a good CRT:

https://boardgamegeek.com/image/5243228/w1815

I could get slightly more complex, but not that more.

The goal of CRT is to map values which does not map well with dices. Historical prefer this because, history does not always fit with dice patterns.

X3M
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So, if it is only 12 or 17

So, if it is only 12 or 17 columns.
You would have doubts already??

Or do you consider even 12 columns too much.
I have seen CRT that have 15 columns for some reason.
I only asked what a good number would be that players are still comfortable with.

And I am planning on translating the number of projectiles with 2d6 or 3d6 into a number of hits.

But O said before, 1d6 is too flat/short. And I am referring to the options.

This CRT is putting in a number with the die roll result. Amd returns a number of hits to the player.
In such a way that an army could easily have like ocer 30 soldiers.

Current goal:
36 projectiles with riflemen.
64 projectiles with machinegunners.
80 projectiles with flamethrow infantry.

But it can easily be possible that icut these numbers in half or a third.

questccg
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Hmm... A bit different than I thought

That's what a CRT Table looks like??? I don't think this is ANYTHING like what @X3M is thinking about.

From what I understood that @X3M is looking to do is something like this:

Probably NOW with MORE columns too... Hehehe.

Anyways ... That's an EARLIER version of ONE (1) of the CRTs he wants to make. Not some card with a few lines of information. He has a REAL TABLE... Full of all kind of stats...

Not my piece of pie... But it's what he likes... So he is free to design whatever suits his interest.

Am I wrong @X3M???

X3M
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O wow, one of my very first

O wow, one of my very first games 2 decades ago.
That one is ehm.... has a big mistake in the cost calculation, hahahaha.

good memories.

But a CRT is actually that you roll something or compare something. Then get a result from it.
Some games simply look at how many troops face each other.
Other games seem to be needing a roll of d6 or 2d6 from both players. And the effects are special. Like, something starts to burn or can't move anymore or is injured. Stuff like that.

So, if d6 is either 1, 2, 3, 4, 5 or 6.
And the table then asks for how many soldiers you have.
You could get damage from it.

The pro of a CRT seems that you can do something different than what you normally expect.

If 1 soldier would be doing 1, 2, 3, 4, 5 or 6 damage.
With a CRT you could turn it into 0, 0, 1, makes a flip, insta kills, makes a flip + explodes. Kind of result.

***

As for why I want more columns is that if you roll 80 dice. You can have a lot of different results.
And I know that subtracting 10 can be the average, with plus or minus 5 on that. In that regard, those special cases simply can't happen. But are extremely rare anyway.

2d6 or 3d6, that is still a question for me. But perhaps 1d10 might do.

I still need to find the time to make something.
I start with 2d6, maybe it goes well. Maybe not.
Then I could see if 1d10 is better or perhaps 3d6 is also a good option.

The main goal remains, going from 80 to 2 to 3 dice.

X3M
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That is not a CRT, but a statistics table

questccg wrote:


Am I wrong @X3M???

You are not(?) wrong?

That is a statistics table, not a results table.
Later on, I started making statistics cards.

Anyway, this is more or less off topic.
We had a lot of fun games with this table.
And we played completely different like a decade later.

This is only history about the table, ok?
It has nothing to do with the topic.

Units.
We had different pieces to show which unit was which.
And we used miniature whiteboards to track the number of those units. We had 6 pictures per player per unit.

Groups.
Actually, not really used in the first games.
Later on, we tested various barracks, factories etc. in order to "explain" to players what produces what.

Number.
The maximum number of this unit, anywhere on the board, per player.

Costs.
In order to produce. But also used as size AND for XP.

Armor.
Damage, if needed, was reduced to this number.
If the damage was lower, it was as it was.

Health.
Seems that it was 3 times the armor. Thus the dice in these games had 0,0,1,1,2,2 as rolls. We changed this later to 5 times the armor and 0,0,1,2,3,4 for more randomness.

Durable.
This was the last table that used this stat. It was simply a roll by the defender for reducing damage that was incomming. However, it was very...very annoying with mixed armies. So we discarded it very fast.

Speed.
Not the drugs.

Multi.
The number of projectiles that 1 unit could shoot.
The mine crusher squad would need 60 dice.
But we used 12 already. And would only repeat the process if needed. The same goes for the anti infantry mines, which even needed 180 dice. Only the mines that you think are needed where rolled. Since it was 3 per mine, 4 mines went off each time.

Accuracy.
While terrain also had accuracy rolls.
This roll was linked to the weapon. Even in an open field this roll was still done.
A 6 was obvious not a roll, always a hit.
An accuracy of 3 is the lowest in this table.
2 or 1 was possible in other games if it was just 1 projectile. But those units where very rare. It was in combination with higher tier weaponry.
ok, i see now that the howitzer has an accuracy of 1. but the number of projectiles is a prime number... so i had my reasons there.

Damage.
If needed, the damage would be reduce till it was equal to the targets armor.
Res. where resources.
At-hx.... ehm, idk actually. It was a sub terrain weapon for clearing out the mines.

Range.
In that time, I still had the same factor for attack range as for the movement speed.
The maps we played, had the attack range favoured.
We already had the rule that shorter attack range goes first in combat. And thus, assaulting was born. This table inspired me to start using action points.
The fun part was the howitzers. Everything would suffer when trying to approach them. But.... the snipers were able.
Event cards were also born right here.

Experience.
We do not speak about this anymore.

questccg
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What about this CONCEPT???

I don't know what it all means ... But maybe this could INSPIRE @X3M to do things a bit differently given such a "sample"!

Like I said... I think CRT is used in conjunction with DICE... Like in this sample. HOW(?) I think that depends on each game and what they need the TABLE for (specifically).

It's been interesting to look for other tables. I just picked this one because I thought it LOOKED COOL!!! Hahaha.

X3M
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2d6

Going to work with this one. Since it is parabolic on itself. And thus better as translation from a bucket of dice.

questccg
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How about this???

You could change the DICE to be 2D6s from "2" to "12" ROWS and maybe have those COLUMNS in terms of OPPOSITION COUNTS. I THINK "3:1" means "3" Attackers versus "1" Defender. Not entirely sure...

But having 11 ROWS could be good with regards to the 2D6s.

Again just something to compare with and see what can be possible... I'm just sharing some IDEAS not really 100% relevant (because I'm not versed in Wargames...) but I'm sure it would look pretty decent to have 12 ROWS (1 Row for the headings) and some kind of TABULAR FORMAT.

Again... No worries if this is NOT RELEVANT... I just thought the PRESENTATION was cool and how the DICE were presented!

Note #1: The VALUES you see can be in a "LOOK-UP TABLE" much like some kind of statistics table too... Like "A1" could mean TABLE "A", ROW "1"... And then you can have a bunch of things you can have for your needs...

X3M
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I am working with a damage

I am working with a damage system here.
The defender will return fire, but will roll for themselves.

I will work a bit more on that CRT tomorrow.
But excel seems to have a little problem calculating, it stops at 19 dice.

Hahahaha...

So I need AnyDice to see if the error is relevant or not.

questccg
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Sent you some information on Discord for you to review!

I thought about the "Obstacle CRT" and how you could APPLY the SAME LOGIC as the "Projectile CRT" and use similar method of operating. It would keep the function of those two (2) TABLES simple and to-the-point.

Like the whole instead of MISSING ONE (1) Projectile, you computed the REMAINING Projectiles and it's easier to understand from there.

Same would go for the "Obstacle CRT" ... Except I would use TWO (2) VALUES:

Quote:
Projectiles remaining : Damage Factor

This would allow you to deal multiple Damage to either of these:

1> One (1) Obstacle gets DAMAGED by the "Damage Factor" but still survives

2> One (1) Obstacle gets DESTROYED (sufficient Damage).

3> More than one (1) Obstacle gets DESTROYED/DAMAGED.

That's all that I have right now. I'm sure you've already figured this out. I'm just explaining what IDEAS I had given your short explanation over on Discord.

I was just thinking to RE-USE the MECHANIC for "Projectiles" for "Obstacles" with ONLY difference being it is TWO (2) numbers.

Best!

X3M
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I send a reply

Honestly, would members here like to go on discord? I would have created a channel asap if more are interested.

Either way.
As explained there. You roll 2 dice, 1, 2 or 3 times to go throug the CRT.
And finally the damage CRT.
I translate it all to penalties. And the CRT levels are 1, 2, 4, 6 and 10 due to their math values.
Rolling CRT-1 10 times is the same as 1 time CRT-10.

What we need is the number of hits.
And the fact that CRT-1 can already show an interesting different for the number of hits. Gets my hope up a lot.

And it is true that..... having all dice miss is a smaller chance than being hit by pluto at a certain point. :D

So the CRT is a good way to replace this. And 2d6 seems to be working well already.

I could even make a 3d6 version if I wanted to. But it seems that this is too complicated. And we need humanity to de-evolve even further.

X3M
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I skimmed through my prototype manual for weaponry

When I use CRT, there are some changes needed in the special combat mechanics.

I only looked at those additional mechanics that have die rolls in them.

There are 5 mechanics in total.
Without going into detail I summarise it for you.

2 are no problem. These simply de- or increase the penalty value.
Terrain ignoring weaponry and assault units fall in this category.

1 needs adjustment, but the same CRT can be used, "twice" now.
Velocity altered weapons fall in this category. It is a matter of having certain hits or certain misses before the normal CRT is used.

1 needs adjustment, but the same CRT can be used, "unlimited" now. Until the 6th CRT, the damage CRT shows that the number of projectiles will do sufficient damage already.
Explosive weapons fall in this category.
It is a FUN! category.

1 needs to be completely discarded. Always had trouble with that mechanic. Know that every damage type has its own roll through the CRT. This mechanic simply adds dice pools since they are a damage type on themselves.

Specific damage, sigh...
Damage types depend on the type of targets. They need to be re-evaluated once the type of targets changes.
Specific damage is simply a layer on top, regarding attributes like organic, mechanic, unit and structures.
It was supposed to be a subtle but needed mechanic.
Now it is just a hard mechanic by multiplying the damage dealt by a solid factor.

X3M
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Anydice over excel

I noticed another mistake that I should have tackled with excel.
And it was rounding the figures.
This is especially important around the low and high values of 2d6.

So I used anydice to see the percentages of what I should get.
Had to fix a lot of numbers to make it fair.

An interesting fact occured again at 19 projectiles. And that is that rolling a 3 or 4. Has a difference of 2 instead of 1.
This is for the CRT of just 1 penalty.
I expanded it to 20.
And started working on the CRT with 2 penalties.

Using anydice, I can also easily expand the lists.

While 12 wide. I wonder how long I can make the list. Going to share them soon on bgg.

X3M
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2 examples of CRT

I made 2 CRT. With a limit of 20 projectiles for each.

https://boardgamegeek.com/image/7909298/imx3m
https://boardgamegeek.com/image/7909300/imx3m

How to use these?

It is regarding a wargame.
Let's say you got a group of 3 flamethrowers.
Each has 6 projectiles.
This means 18 projectiles in total.

The original prototype game would roll 18d6.
The last public attempt had the player calculate a new number of dice...

Now we use the CRT.
How? We consider the terrain effects, default penalty for a particular weapon and other effects like perhaps an event card that is used.
The penalty in this example turns out to be 3.
A penalty of 3 means we need to use the CRT P=1 AND the CRT P=2.

We decide to roll P=2 first.
We roll a 2d6. The roll shows 9.
At the 18th row of P=2, we see that this results in 14 projectiles remaining.
Now we roll 2d6 again. The roll shows 7.
We look at the 14th row of P=1, we see that this time, the result is 12.
I still need to design the damage CRT. But lets say the damage roll will be showing 20 damage in total.

If we had 6 flamwthrowers. We would be having 36 projectiles.
In that regard. I would simply suggest to the player to use half. Roll. Then double it up again. With these rolls, the damage of 20 would result in 40 at the end.

Only 4 flamethrowers? The number of projectiles would be 24. But half of them is 12.
Do you have 7 flamethrowers? With 42 as total, we can divide by 3, and have a roll for 14 projectiles. The end result is multiplied by 3.
Maybe this is too mathy again. And we could also opt for tracking on the CRT, that can also be used as tracking maths. This way, the player has 2d6 rolled multiple times. And some acrylic cubes are used which are added up in scores later on.

I would love to hear your oppinion about them.
What would you do different?
Maybe you have other idea's?

questccg
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Call them BATs...

Battle Analysis Tables. This will create less confusion and not make everyone say: "That's not what CRTs were meant to do!" Forget all that non-sense and move on with your own impressions of what you are designing. Forget Board Game Geek. I've already told you the people there are HORRIBLE. The like to argue until you are blue in the face. They have egos larger than most Football Stadiums and you'll never win them over because they have an US versus THEM mentality.

Stop trying to win them over ... And move on with your own progress.

X3M
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That is a nice

That is a nice suggestion.

BAT: Battle Analysing Table.

Or...

CAT: Combat Analysing Table.

FAT: Feasable Analysing Table.

ET: Examinating Table.

PET: Penalty Examinating Table.

WET: War Examinating Table.

I can think of some more. But those would really be insulting. :)

Either way, someone also responded in a way that he completely understood what I was saying. And, I will respondse with a thank you to that guy.

I did some more testing. And it is time for my Combat Overview Negating Table level 4 to be calculated and created.

***

Either way...
Do you think that 20 rows is enough?
I already determined that rolling 2d6 for over 20 projectiles, multiple times is better than calculating.

questccg
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Yeah work on your OWN name and ppl will be less critical

Yeah ... I bet you that if you use your OWN name ... Someone will say: "Oh yeah, these tables remind me CRTs...!" Haha. And then you WIN! Otherwise people are going to bash on the comments given historically that is HOW they behave.

As far as 20 Rows ... That does sound REASONABLE enough. As per my understanding which is rather limited, if you have 60 Projectiles you roll 2D6s three (3x) times??? Is that how it work now? I'm not sure so I'm just asking.

If it was THAT SIMPLE "20 x3 = 60 => 3x 2D6s" well then that's AWESOME and totally revolutionary. And I don't care how many BGG member complain and try to take away from what is a REAL NEAT idea (multiple look-ups into the same table given larger platoons or squads of units). To me IT MAKES SENSE.

And it takes away from the old Bucket-of-dice principles which are not as SMART and interesting as your Game Analytics Tables — GATs (figured out another name, I'm just stating what I came up with!)

I don't bother with BGG... Because most of the time, the members over there like to be super critical, think their opinion is the right one and love to insult and treat people like crap (generally speaking).

For example in the Ratings of TradeWorlds ... Some Backers gave 1 or 2/10 ratings just because of the campaign and the delays. It has nothing to do with how GOOD or NOT GOOD the game is. And some jerk posted a review of 4/10 and I thought he too was being a total dick head.

So I contacted the Admins and asked them what can be done with this sort of Bullshit?! They told me: "Best to ignore it." Why? Because if they censor it ... It will have the opposite effect and people will start to complain that their 1st amendment rights (the right to free speech) are being violated. So their advice was to ignore it.

The bad part of this is that it gives us a 5/10 Rating and this is not something that will allow me to create expansions or even more sales because most people will see 5/10 and say: "Nope... Not a good game."

That's why I believe all those people who voted 1 or 2/10 are all totally and completely ARSEHOLES! Enough said...

X3M
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You are right about simply

You are right about simply rolling 3 times.

They also kept complaining that i didn't post the whole explanation. Which I did, especially for the topic.

One said its me who thinks another guy is toxic.
And also said I don't explain.

So I laid an example out for all of them. I bet they will not read it or burn it down. Or both...

They are predictable.

When I have the time, I will make some more DRT's: Dice replacement tables.

Not sure if 2d6 really is the best, but it is much better than the replacement by player calculations.

questccg
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Well then I think it's pure GENIUS!

However you came up with that IDEA... I say it's FREAKEN COOL! Don't post over at BGG... You'll never get anyone to acknowledge what you are talking about. It's like Parents and their Children. I'm 49-Years old ... So I get it NOW!

When a Parent says: "That's nice." or "Your are creative.", etc. It just a way to IGNORE whatever it is you demonstrating... To NOT support your interest just a way to tell you to F-off ... But nicely.

Now I GET IT. Before I simply thought that was a way to show SUPPORT!

But I've learn from an Artist that I have worked with... HER WHOLE Family helps her with the BUSINESS she has in selling ART. And that means a lot more in terms of RECOGNITION over the "That's nice." comment.

If they won't BACK YOU, they don't care about you. Plain and Simple.

It's just a nice way to dismiss you and make your achievements lessened.

Anyhow that is the past, it certainly won't change the future. Because most people are incapable of CHANGE and they behave pretty predictably. I'm not talking about you... I'm speaking to some people in my Family.

My Father, who is now deceased, told me that I should go back to programming when I became interested in Board & Card Game Design. That shows REAL SUPPORT there, right?! He tells me to give up before I try. Really incouraging. And other members would say: "You've always been artistic!" So ... Do you want to help finance $20,000 USD of Inventory and help me SELL the game?! Probably NO.

So yeah, I don't bother having big discussions any more. It's pointless.

Hope you do well with your DRTs. I still prefer GATs like: "You got GATs!" A play on "You got GUTs!" Game Analytics Tables.

But it's your game, you can name it as you see fit... I just liked this version ... Ha ha!

X3M
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I will probably think of more

I will probably think of more possible names.
Just randomly throwing then in, like dice.

TT, termination table.

Roll TT-2 2 times.
Sounds funny :)

As for support. It declined due to bucket of dice.
It simply became a bother. "Lots of work". They were fair in this and I agreed. Once i find a solution, they want to try again. It was up to me to find a faster and easier way. But they offered options that i took note of. That is how you support.

In the example given on BGG. It sure looks like a lot without pictures.
But does it make sense to anyone?

I also realized that the Combat cUmulative Negation Tables can be used WITH the cover mechanic.
I realized that a big portion of the strategy is gone. When I removed the cover mechanic.
It was some more handling, but the cover mechanic remains one of the best. And perhaps I shouldn't remove it at all. Meaning that the balance is once more back to basics and well. Then again specialists have always been the targets of Event cards, so I might as well keep the new balance. The one that I use for the new RTS.

I need to change the attribute system for this.

Then we got the overkill effect removed. Making low health units worse again.
It was always funny to deal with 1 health units. Rolling 4 damage on each die, the realising it was 300% overkill per target. And even more fun when the special designed weapons for these came into play. Good memories.
The CNT on the other hand would show 4*4 damage as 16 and thus 16 of 1 health units would die...
That is bad...

pelle
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Some thoughts (only repeating

Some thoughts (only repeating my comments on BGG a little).

- A CRT by any other name is still a CRT. In fact probably the majority of games I played with a CRT called it something else, so coming up with your own name is not strange or unexpected. But it is still a CRT and will be judged as such and compared to the design of other CRTs.

- BGG design forum is great unless all you want are encouraging pats on your back from yes-sayers. In this case I must say you got some great feedback from those of us that seem to have much more experience with CRTs. You may be able to come up with a fantastic new kind of CRT that improves on the design of all that existed in the past, but you are HIGHLY unlikely to pull that off without a solid understanding of the different variants of CRTs invented in the last 200 years and the helpful comments on BGG I think was a great step in the right direction.

- With all that in mind your CRT still looks fiddly and I think you can improve it significantly by studying (and, ideally, playing with) some existing CRTs that try to do something similar to what you want to do. Understand why they work and what parts you want to work differently. It's a great short-cut to get something good instead of trying to figure things out from scratch.

- As a hint: The probably best thing about a CRT is that it can simplify a complex calculation to just a single die-roll and looking up a result in a table. If you still need multiple rolls, that means you can design a new CRT that simplifies your more complex CRT! There is no reason to boil a bucket of dice down to probabilities of multiple rolls on a CRT and stop there. If you need more than one roll you can simplify another time. Get rid of everything not absolutely necessary for players to make useful decisions. Turn cover etc into simple column-shifts or die-roll-modifiers and be done with it, instead of burdening players with extra steps. If you don't do this and players (on BGG or elsewhere) complain about your table not being very good it is not likely that it is the players that are wrong.

X3M
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My thoughts on BGG

No, I don't expect positive pats on my back.

But I don't accept (wrapped) insults either.

Especially with the intense of not reading, then asking for the exact same that was already posted.
If it was unclear, that is a different story, but then they could have asked that. And be more specific about it.
Some didn't at all. And luckily someone noticed this too, someone who did read.

Not talking about the complete BGG, only a few.

I am done with trying to remain nice to certain people in that regard.

And somehow, someone, decided that people should hate my game. While in reality, my players only got tired of rolling so much dice.
And getting 40 to 80 dice down to 2 is a great way imho.
The downtime got reduced so much already.

***

True that there is also great help on BGG. Also in regards to that topic. So I decided to go with what I could use the best for my game. In combination of what they showed.

The goal is a simple output of a number that can go through the CRT once more if needed.

If they think it should be done otherwise...well, that is not how the rest of the game works.
There are no after effects, the game is to big for that.
Tracking is limited to one piece per type, otherwise it would be to much again.
There is no copying history of battles either.
Having the CRT show losses on both sides...the game is to big for that.

pelle wrote:

- With all that in mind your CRT still looks fiddly and I think you can improve it significantly by studying (and, ideally, playing with) some existing CRTs that try to do something similar to what you want to do. Understand why they work and what parts you want to work differently. It's a great short-cut to get something good instead of trying to figure things out from scratch.

Well, fiddly. I figured as much. This is constructive feedback. Which I can use.

No problems for my current player base. But that was to be expected from them. (They like the results so far).
They seem to know asap how to use the CRT. But lets figure out a way to make it even simpler.
For starters, they told me that the other coloured columns and rows make it a bit confusing at first. And I should have those in greyscale.

What exactly is fiddly in the CRT that I shared? Can you please elaborate?

You also mention a single die roll.
In that regard.

- If you mean 1d##. Then it could be done. I would prefer a d20. But d10 or d12 are also optional. Probably the d12 as the mid ground.

- If you mean that you roll the dice only once.
I have no idea how to pull this of.
I already have the need for penalties plus a damage roll.
I could put them both in one CRT. The results alongside each other.
But having the different penalties together in one CRT. I don't know how to do this properly.

Having only 1 CRT would be great indeed.
And shifting columns, unfortunately it doesn't work with the penalty system. Still searching for possible solutions that I can use or make use of after adjustment.

Cheers...?

X3M
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Feedback from my player base

Fiddly: they knew I went for the math first. Then the looks etc.

- Greyscale the other columns and rows.
- Give a name to the roll: "Roll"
- Give a name to the number of projectiles: "Initial Army Score". "Army Score". "Initial Army Value". "Army Value"
- Give a name to the CRT: "Conclusive Army Score". "Number of Hits".

In the name giving, please note that english is not our native language.

Well, it is time for Christmass.

questccg
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What to name the Roll???

X3M wrote:
- Give a name to the roll: "Roll"...

- "Action Roll"
- "Battle Roll"
- "Combat Roll"
- "Decision Roll"
- "Decisive Roll"
- "Tactical Roll"
- "Analysis Roll"
- "Analytics Roll"
- "Consequence Roll"
- "Conventional Roll"

Are some of my ideas... But you can figure out your OWN name. These are just some ideas/trains of thought giving similar names whichever you like or like I said choose your own too (if you prefer).

X3M
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Tactical roll.... i like this

Tactical roll.... i like this one.

Still, i got 2 groups of rolls.

1 is based on the penalties for lack of proper accuracy ( and vision).
The other is based on a projectile dealing more or less damage after the hit is confirmed.

And I seem to have the need for more than 1 crt that deals damage. So....

For the hits, concequence roll might be better.
Then for dealing the damage, tactical roll. After all, the damage can be distributed by the player in any way it sees fit.

pelle
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I think the problem is that

I think the problem is that you and those on the BGG forum are talking past each other, possibly by some combination of language and lack of common reference points.

What you have is a problem definition, only hinted at until your very last post in the BGG thread where there is a bit of useful information. There is a group of units of different kinds that make an attack together against another group. Units are rated for armor, health, multiplier, damage, accuracy. This is your INPUT.

Then you have the OUTPUT you want to get to. In this case from what I understand this is just a number of hits? Exactly how the hits are assigned to damage units might be less important (although I guess it connects to the armor rating of different units?) and can be handled outside of the CRT once you get the OUTPUT.

You also have your Bucket of Dice method. The description of how that works is only of vague relevance to your question and experienced BGG designers that know something about CRTs know they waste their time by worrying too much about that part. It can be interesting to skim to get a vague idea how you resolved combat in your current prototype and what values you feel are important, but it is not of a huge use when pondering how to design a CRT for the same game.

Imagine you are planning a trip somewhere. You spent months planning out the perfect road trip by car. You have the route and all stops perfectly laid out. But then you want to also consider taking the train instead. That's a different way to get to the same goal, but when planning the train trip you will have very little use of all that planning you did for the car trip! It may hurt to have spent months planning the car trip, but you can not use it to plan the train trip. You have to plan that from scratch and THEN you can compare the two to see which one to pick. If you ask someone to help you to plan the train trip they are not going to waste both of your time trying to understand how your car trip was planned! They just need to know where you are going from and what the destination is.

With that in mind, if you want to have a go at designing a CRT to see what a CRT can do for your game, and to make a decision if you want to use that instead of Buckets of Dice, you need to forget about what you do NOW. That's not useful input to the CRT design process. It is distracting you from the actual problem (how to get from INPUT to OUTPUT). The CRT is a different path, even if the target is the same. That is probably what was throwing everyone (me included) off when trying to help, and why you were confused by many of the (excellent!) answers you got on BGG.

Really if you want to make a GOOD CRT, you have to take a step back, design the CRT properly, then look at it side-by-side with your old method and judge which one is best. Try it! A CRT is almost never Buckets of Dice compressed into a table. The only time I can imagine that happens is when someone wants to play a Buckets of Dice game someone else designed without the buckets, because at that point you HAVE to mimic the distribution of the dice when designing the CRT. But that is not the case here! As the designer you can go back to INPUT vs OUTPUT and figure out EXACTLY what the best possible CRT is for your game without being distracted by your old system and there is nothing that forces you to be in any way compatible with that system.

Your game can not possibly work or break based on if a combination of two light tanks with three grenadiers firing together has a 25% or 40% chance of inflicting 20 hits on an enemy stack in dense woods. There is no game where that is relevant, except possibly in extremely hardcore historical simulations.

Also note that Buckets of Dice has some odd properties, such as average damage increasing linearly with the number of projectiles fired. Reality is not like that at all, and neither are RTS games! A CRT gives you the chance to correct that problem, among other things. You can tweak the results until the OUTPUT is EXACTLY what works best for the game. Playtesters complain that firing with total strength 10 is not strong enough? Just move the numbers in that column a bit until it works better! You are not in any way tied to the probability distributions of the dice you roll, but can put any numbers you want in the table.

A useful CRT, if you want to see a CRT from its best side and make the best possible comparison to your current system (something you can hand playtesters to ask them which one you like best) might have just a single 1d6 or 1d10 die-roll and maybe 6-8 columns. You already have a formula to calculate attack strength (by summing and multiplying various values in the attacking army) so that's a start. You can use that to pick a column. Then you can modify the column based on terrain. Then you roll that single die and instantly get a result. The result will probably then be used to assign hits based on defending units' armor, but that can be completely outside of the scope of the CRT (it is difficult to factor it in since not all units in the attacked hex are likely to have the same armor value).

The important thing is that the factors that are important for player decisions remain what you want them to be! You want cover to matter, and unit armor, accuracy, etc? The CRT I outlined in the previous paragraph does that! Players still have to consider the same values and use the same tactics. Does the exact same set up cause the exact same distribution of possible OUTPUTs? NO! But who cares? That's what "abstractions" means. You still want to have a big army firing, and the other player still wants to put their units in good cover. TACTICS did not change. Player decisions are the same, which is what matters in a game. You just made combat resolution 100 times faster and easier to understand.

The next thing I would consider at that point, to further simplify without modifying tactics, would be to cut down on the size on values and also pre-calculate some of multipliers. Try to get most units attack values down to a single-digit simple number. It can not always be done and sometimes two values are needed, and a few units may end up with values 10+ and that's OK, but to streamline it is usually good to keep most values around 4. Makes it much faster to resolve attacks.

And even if it turns out that the current OUTPUT distribution is PERFECT and your game can't possibly not otherwise work (which is wrong... that simply can't be the case) you canst still simplify it. And attack with strength 30 on dense woods has a certain somewhat bell-shaped curve with results from say 10 to 40? Well that can be a 1d6 CRT column with values 10, 20, 25, 30, 35, 40. It's that easy. You just do that for each column and then PLAYTEST it to tweak all the values until the game works as good as it possibly can. Then ask your playtesters if they still want to go back to the Buckets. Don't do math and pretend like what the Buckets give you are the correct answer, because it isn't. The correct answer is whatever makes the game play well and have good outcomes for attacks in different situations and where players are rewarded for making better decisions.

X3M
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pelle wrote:I think the

pelle wrote:
I think the problem is that you and those on the BGG forum are talking past each other, possibly by some combination of language and lack of common reference points.
Some did, yes. And some didn't.

pelle wrote:
What you have is a problem definition, only hinted at until your very last post in the BGG thread where there is a bit of useful information. There is a group of units of different kinds that make an attack together against another group. Units are rated for armor, health, multiplier, damage, accuracy. This is your INPUT.
Yes, I always made my own definitions. Because we are kinda isolated from the U.S. And doing things in english will get the definitions completely different.

And yes, that is indeed the input. The armor and damage are normally handled after the roll. And with those 2, the health. So the true input would only be the multiplier and accuracy. And then of course the penalties.

pelle wrote:
Then you have the OUTPUT you want to get to. In this case from what I understand this is just a number of hits? Exactly how the hits are assigned to damage units might be less important (although I guess it connects to the armor rating of different units?) and can be handled outside of the CRT once you get the OUTPUT.

Yes, this is the output.

pelle wrote:
You also have your Bucket of Dice method.
And here is the crux of the situation. Some kept asking for describing the whole mechanic??? Or did I misunderstood that as well?

Either way, the whole goal of me going for CRT. Was getting rid of the bucket of dice. In some games, we actually were rolling more than 30 dice. And even what was my public version supposed to be, the number of dice also started to exceed a threshold. In another topic on BGG, I tried reducing the number of dice. But that game was awefull.
I need players to simply look up results and roll the least ammount of dice.

pelle wrote:
Imagine you are planning a trip somewhere.
Nice comparisson. I will have to keep this in mind. And...coincidence, really.

pelle wrote:
With that in mind, if you want to have a go at designing a CRT to see what a CRT can do for your game, and to make a decision if you want to use that instead of Buckets of Dice, you need to forget about what you do NOW.
In other words. A complete new combat mechanic. Based on a CRT? Is that what you are referring to?

pelle wrote:
Really if you want to make a GOOD CRT, you have to take a step back, design the CRT properly, then look at it side-by-side with your old method and judge which one is best. Try it! A CRT is almost never Buckets of Dice compressed into a table. The only time I can imagine that happens is when someone wants to play a Buckets of Dice game someone else designed without the buckets, because at that point you HAVE to mimic the distribution of the dice when designing the CRT. But that is not the case here!

Strangely enough, it is actually what did happen. I used anydice to see the chances on rolling a certain outcome. And put it in the "CRT".
And while it almost never happened. Is that the reason why it shouldn't happen in this case?
I mean, the method so far has proven to be liked by my local group.
Albeit, I could continue to see how the CRT can be put together in other ways than a simple compression.
So engineering from an input to output.
Creating more choices for what the mechanic can be.

pelle wrote:
As the designer you can go back to INPUT vs OUTPUT and figure out EXACTLY what the best possible CRT is for your game without being distracted by your old system and there is nothing that forces you to be in any way compatible with that system.
There is one thing I have to say here. And that is that if the output is completely different than the bucket of dice method. The game balance is thrown of.
The only reason I can come up with here is. Including the bonus rule I have.
This bonus rule makes weaker forces more powerfull. Since shooting into a group is better than shooting at 1 target.

That is the only reason I can come up with, mathematically, that would request me to make the output different.

And I am saying mathematically. Because the entire game is balanced...by math first and later in practise too.
I steered away from constant testing and adjusting statistics. The units are as they are. And I had some rules that increased the balance.

My cousin once tested the balance for me. By making simulators. And the given situations... oh man, the result was beautiful.

That said.
The bonus rule AND the damage output (not just the number of hits). Both could be implemented in the CRT as well. But only if the game is using some other numbers, THE SAME, in every game.

Both the bonus and damage, come with problems. And I don't think that constantly testing the game and adjusting the CRT will help me here. The game has a lot, really a lot of other variables. With each match.
Force sizes, map layout, choice of units (and their statistics).

We got over 1000 designs over the years to pick from.
We have several hundred map segments that can be put together in random ways (like ASL).
And the combination of the 2 will determine the average force size in the game.

That would be the prototype.
The "public" version. Of course can have a limit on it all. But still...

***

Listen, I really appreciate you trying to help me.

I don't have the time right now.
But I will get back to the rest of your post later.
And discus the input to output method.

X3M
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second part

pelle wrote:

Also note that Buckets of Dice has some odd properties, such as average damage increasing linearly with the number of projectiles fired. Reality is not like that at all, and neither are RTS games! A CRT gives you the chance to correct that problem, among other things. You can tweak the results until the OUTPUT is EXACTLY what works best for the game. Playtesters complain that firing with total strength 10 is not strong enough? Just move the numbers in that column a bit until it works better! You are not in any way tied to the probability distributions of the dice you roll, but can put any numbers you want in the table.

Let's begin with a Funfact about the prototype version.
With 36 riflemen against 36 riflemen. And of course the bucket of dice mechanic. (1 penalty and then a normal damage roll)
The casualities would be on average 9.6 with a SD of 1.8
Let's say, 8 to 11. The result doesn't sound random and big, but it is huge in the longterm.

When I crunched down the bucket of dice into my version of a CRT. I roughly got the same.

Since the units on the board will be having different ammounts of health. The default is 5. But 4 and 6 are very common. I cannot include this in the CRT. I am really left with an ammount of damage, based on the number of projectiles.

So, I have been thinking about the INPUT and OUTPUT.

The output should end at an ammount of damage.
Simply because I cannot include all the health value's.
Agreed?

The inputs are:
- a number of projectiles.
- But also the punishment for terrain effects and accuracy. Also known as penalties.
- And another input is the bonus damage.
- And lastly, the roll of a die. Regardless of what I want to use here. Let's assume we agreed on the die.

Either way, the goal is 1 roll. And the rest is done by looking at the CRT.

Now, this bonus damage. I could tell the player what the unit will look like when it is "outnumbered".
This is in accordance to not having to use multiple CRT's, ok? The goal here is to keep cutting in the whole mechanic. Making it simpler for the player.
So...
For example, if a rifleman has 1 projectile with an accuracy of 5. Outnumbered level 1 would normally mean +50%, or the damage roll was not removing all 5 and 6, to only remove any 6.
No, instead I could say that the first level is 2 projectiles, with an accuracy of 4 and 5.
Well, this would be 2 dice pools. A penalty of 1 and 2 are rolled parralel.
And the 2nd level is simply adding 1 more projectile.

And to make sure that other designs fit in normally with an universal damage addition. I could make changes to the statistics if the units are outnumbered or not. Meaning that a flamethrower that has 3 normal damage and 3 reduced damage. Would now have 5 normal damage. And then at the next level an extra bonus.

pelle wrote:

A useful CRT, if you want to see a CRT from its best side and make the best possible comparison to your current system (something you can hand playtesters to ask them which one you like best) might have just a single 1d6 or 1d10 die-roll and maybe 6-8 columns. You already have a formula to calculate attack strength (by summing and multiplying various values in the attacking army) so that's a start. You can use that to pick a column. Then you can modify the column based on terrain. Then you roll that single die and instantly get a result. The result will probably then be used to assign hits based on defending units' armor, but that can be completely outside of the scope of the CRT (it is difficult to factor it in since not all units in the attacked hex are likely to have the same armor value).
Exactly. We are almost on the same page here. I had trouble finding the path towards it.

Ok, what do you think about the following?
The CRT makes use of 1d6. But all penalties are involved on the same page. That would mean, 30 columns.
I could leave out 1 or 2 different level of penalties. So, 24 or 18 columns. Still, it is only 1d6 that is rolled.

If the penalty is 3, 5, 6 or 8, you roll twice.
If the penalty is 7, 9 or 10, you roll trice.

pelle wrote:
The important thing is that the factors that are important for player decisions remain what you want them to be! You want cover to matter, and unit armor, accuracy, etc? The CRT I outlined in the previous paragraph does that! Players still have to consider the same values and use the same tactics. Does the exact same set up cause the exact same distribution of possible OUTPUTs? NO! But who cares?

If I would have cared at this point. I wouldn't even have started looking into CRT.

The factors that matter for the CRT are:
- number of projectiles
- accuracy
- cover (terrain effects)

The result is damage, which would be different on the different types of armor. And thus health reduction. And thus casualities.

pelle wrote:
That's what "abstractions" means. You still want to have a big army firing, and the other player still wants to put their units in good cover. TACTICS did not change. Player decisions are the same, which is what matters in a game. You just made combat resolution 100 times faster and easier to understand.

Yes, I see now a path to this goal.

pelle wrote:
The next thing I would consider at that point, to further simplify without modifying tactics, would be to cut down on the size on values and also pre-calculate some of multipliers. Try to get most units attack values down to a single-digit simple number. It can not always be done and sometimes two values are needed, and a few units may end up with values 10+ and that's OK, but to streamline it is usually good to keep most values around 4. Makes it much faster to resolve attacks.

True, above I described a possible solution.
However, the number of projectiles is still rather big. But.... I could see how much my "public" version would be asking for.

As for the last part about how the game plays well.
The balance and tactics were "perfect".
The downtime with all those dice and rolls took a long time.

And while a bell curve is created. It is often the gamble in the last few battle's that made the game fun. You constantly fight to have the upper hand in that last battle.

Obviously, I am going to see if I can apply a CRT to my "public" version. Because there the number of projectiles goes down, and the risk goes up. And a CRT will make more sense.

Thank you.

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