Cronos09 wrote: ↑Thu Jul 22, 2021 7:46 am
companion wrote: ↑Wed Jul 21, 2021 5:19 pm
Effect (or interpretation thereof) of close range shooting is already baked in the impact POA and cohesion roll penalty of Salvo and Impact Foot. Rolling for extra casualties and another cohesion roll from shooting is too much.
If I understand it correctly, this is the bottom-up designing method that may not be compatible with rest of the ruleset based on top-down method.
I do not make you to use the innovation. If you can make this more suitable for the game rules from your point of view, please, do it and we will see the result.
No need to be defensive, there is nothing wrong with playing with house rule modifications. I'm just chipping in my opinion about the content that you posted on this public forum and neither you nor I are required to follow anyone's rule mod or interpretations.
Here are some details of my concern:
In P&S, the act of "shooting" simulates at-range combat where the shooting unit(s) is not intending to engage in close combat anytime soon.
The act of "impact" simulates any and all act performed by the involved units right at or before the moment of physical melee contact. This includes point blank shooting by impact pistol, impact foot, and salvo.
Obviously, no unit is allowed to perform both actions within a single order phase; it will either engage in at-range combat or impact for melee.
What your impact foot modification does is that it breaks down the impact action into constituent parts: the unit will move up, the unit will shoot, then the unit will impact. However, by P&S rule this is tantamount to performing two incompatible actions in one go because the rule already assumes that the close range shooting happens during the act of impact.
Thus,
If you felt that the impact foot needed more impact power, then your modification will indeed fill that deficiency.
But if you do not intend to change the combat power balance between impact foot and other units, then I think you will need to substantially tweak the POA values and cohesion roll modifiers for both shooting and impact.
After all, board game rules are about how best to represent a set of interpretations regarding records of past events, such that the rules are sufficiently simple/complex and logically plausible for a fun play session. Quite obviously, interpretations differ from person to person and supposed suitability of any piece of rule/modification should only be judged by the particular interpretation that it intends to represent.
Edit:
RE: design philosophies
As I understand it, bottom-up is about paying attention to details and accepting the combined effects of the details. Top-down is about abstracting the details to arrive at desired effects. The scales are not binary; some design choices may lean more to one side than another.
Your impact foot modifications seem to lean more into bottom-up territory compared to the default ruleset's abstractions that does not give shooting pistols to Kurassiers nor lancer attributes to Sipahis.