Antarius Posted October 26 Share Posted October 26 (edited) Well, I have a point. You don’t have to personally agree with it, nor am I trying to convince you that d12s are a bad idea. I am simply stating that this might well be a consideration for the game designers that is completely unrelated to whether you or I agree that d12s would be “objectively” better for the game. Edited October 26 by Antarius Xenith and DemonGSides 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073015 Share on other sites More sharing options...
gideon stargreave Posted October 26 Share Posted October 26 It would be infuriating to buy tonnes of d12/10/8 etc. it was bad enough in RT times. This is speaking as an RPG player with multiple sets of dice. there is quite a lot of work done about this, but tldr, as most people are used to d6 in childhood board games (not counting eurogames), rolling loads of D6 feels good Evil Eye, ZeroWolf and lansalt 3 Back to top Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073020 Share on other sites More sharing options...
Valkyrion Posted October 26 Share Posted October 26 Needing to buy new/more dice isn't a good enough reason to rule out a D12 system, but I don't think the system needs it, rather it needs to make better use of the D6 and the maths/probability that it offers. For example, given that AP is a negative modifier, there is no reason for a lack of 1+ saves. Well, there is a reason - immunity to AP0 - but it's not a good enough reason, IMO. Provided the designers can rein in their power creep tendencies, having your leaders or carnifex/land raider level models be immune to AP0 is neither game breaking nor immersion breaking. Between 1+ saves and the Invulnerable Save system you can adequately represent different levels of armour - primarchs have 1+/4++, land raiders have 1+, terminators have 2+/5++, predators have 2+ and so on. Every vehicle in the game since time began has been immune to S3 anyway and most were functionally immune to S4 which is where AP0 traditionally lies, until 8th edition, so it's not like immunity is radical idea. Because the wound table as it stands is poorly designed, requiring increases/decreases of +1 or x2 to make any difference, the designers have to limit wound modifiers to +1/-1. Go back to the old chart which basically allowed you to wound things up to 3 point above your strength. That a lasgun wounds anything on 6+ means it comparable to S7 from 5th edition, and a simple +1 to wound makes it technically a lascannon. That way you can go back to rules that 'increase S or T by 1' instead of overly wordy rules that effectively mean the same thing but are technically different, so that same lasgun with +1S can now wound T3, T4 and T5 models easier and can damage T7. Keep BS the same, but discard the maximum +1/-1 limit. Let 1's still fail, remove exploding sixes except in the ultra rare instances where it is merited, but allow your sneaky dudes to impose -3 hits again. Keep WS the same, I guess. I'm not a huge fan, but it's simple and effective and an abstract enough representation of melee. Keep OC. Scrap the damage system. Everything does 1 wound to Infantry. Limit infantry to maximum of 2 wounds, leaders excepted, but S double T is instant death again. With vehicles, if the strength is higher than the toughness, it causes D6 wounds for each point of difference. So a S10 weapon hitting a T8 vehicle or monster would cause 2D6 wounds instead of 1, but that same weapon could only kill one infantry - tactical choices, find the right tool for the job instead of just top loading with average but plentiful jack of all trades weapons. All of these saturday afternoon ideas are ably supported by D6. crimsondave, ZeroWolf and Antarius 2 1 Back to top Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073060 Share on other sites More sharing options...
Antarius Posted October 26 Share Posted October 26 2 hours ago, Valkyrion said: For example, given that AP is a negative modifier, there is no reason for a lack of 1+ saves. Well, there is a reason - immunity to AP0 - but it's not a good enough reason, IMO. Provided the designers can rein in their power creep tendencies, having your leaders or carnifex/land raider level models be immune to AP0 is neither game breaking nor immersion breaking. Indeed. In fact I'd say it'd be much better, both game mechanics and immersion-wise, if they were! I think we all know the answer to the question about reigning in power creep, though Evil Eye 1 Back to top Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073078 Share on other sites More sharing options...
HeadlessCross Posted October 26 Share Posted October 26 9 hours ago, Valkyrion said: Needing to buy new/more dice isn't a good enough reason to rule out a D12 system, but I don't think the system needs it, rather it needs to make better use of the D6 and the maths/probability that it offers. For example, given that AP is a negative modifier, there is no reason for a lack of 1+ saves. Well, there is a reason - immunity to AP0 - but it's not a good enough reason, IMO. Provided the designers can rein in their power creep tendencies, having your leaders or carnifex/land raider level models be immune to AP0 is neither game breaking nor immersion breaking. Between 1+ saves and the Invulnerable Save system you can adequately represent different levels of armour - primarchs have 1+/4++, land raiders have 1+, terminators have 2+/5++, predators have 2+ and so on. Every vehicle in the game since time began has been immune to S3 anyway and most were functionally immune to S4 which is where AP0 traditionally lies, until 8th edition, so it's not like immunity is radical idea. Because the wound table as it stands is poorly designed, requiring increases/decreases of +1 or x2 to make any difference, the designers have to limit wound modifiers to +1/-1. Go back to the old chart which basically allowed you to wound things up to 3 point above your strength. That a lasgun wounds anything on 6+ means it comparable to S7 from 5th edition, and a simple +1 to wound makes it technically a lascannon. That way you can go back to rules that 'increase S or T by 1' instead of overly wordy rules that effectively mean the same thing but are technically different, so that same lasgun with +1S can now wound T3, T4 and T5 models easier and can damage T7. Keep BS the same, but discard the maximum +1/-1 limit. Let 1's still fail, remove exploding sixes except in the ultra rare instances where it is merited, but allow your sneaky dudes to impose -3 hits again. Keep WS the same, I guess. I'm not a huge fan, but it's simple and effective and an abstract enough representation of melee. Keep OC. Scrap the damage system. Everything does 1 wound to Infantry. Limit infantry to maximum of 2 wounds, leaders excepted, but S double T is instant death again. With vehicles, if the strength is higher than the toughness, it causes D6 wounds for each point of difference. So a S10 weapon hitting a T8 vehicle or monster would cause 2D6 wounds instead of 1, but that same weapon could only kill one infantry - tactical choices, find the right tool for the job instead of just top loading with average but plentiful jack of all trades weapons. All of these saturday afternoon ideas are ably supported by D6. Rolls of 1 always fail literally solves that problem. Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073120 Share on other sites More sharing options...
Evil Eye Posted October 26 Share Posted October 26 10 hours ago, Valkyrion said: For example, given that AP is a negative modifier, there is no reason for a lack of 1+ saves. I would agree actually, in fact I'd go a step further. Regardless of whether you go with the current modifier-based AP system or the 3rd-7th dynamic, 1+ being just a 2+ save that's more resistant to AP is a good way of doing super-tough things (Terminators etc). With the "1 always fails" caveat, a 1+ save with "ignores save" AP is less likely to be deleted by plasma weaponry, whilst with modifier-based AP, it means AP -1 effectively does nothing to the save. I would sort of agree with the idea of it making certain things immune to small arms but there's a better solution to that; the oldschool toughness matrix where attacks under a certain strength cannot wound models over a certain toughness. Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073123 Share on other sites More sharing options...
ChapterMasterGodfrey Posted October 28 Author Share Posted October 28 On 10/25/2024 at 12:31 PM, Xenith said: I'm still not sure overall what the plan for tis is? Just to categorise/classify how defensive some units are, or to totally rework things? Or is the defence value to tweak things to hit a certain number for balance? So the purpose of the Def Value is purely to track changes. I'm not saying the game should move to a single defence value. My goal here is to rebalance things as I think stats have been changed in isolation and we've lost nuance. I don't know how GW do their rules writing but sometimes I don't think they look at the wider game before making changes. Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073238 Share on other sites More sharing options...
ChapterMasterGodfrey Posted October 28 Author Share Posted October 28 On 10/26/2024 at 2:20 PM, Valkyrion said: Because the wound table as it stands is poorly designed, requiring increases/decreases of +1 or x2 to make any difference, the designers have to limit wound modifiers to +1/-1. Go back to the old chart which basically allowed you to wound things up to 3 point above your strength. That a lasgun wounds anything on 6+ means it comparable to S7 from 5th edition, and a simple +1 to wound makes it technically a lascannon. That way you can go back to rules that 'increase S or T by 1' instead of overly wordy rules that effectively mean the same thing but are technically different, so that same lasgun with +1S can now wound T3, T4 and T5 models easier and can damage T7. I agree with this. Howver I think I's just go with "Can't wound" for under half stregnth and "Instant Death" for over double. BUT to be devils advocate, 500 lasguns pointed at one Terminator would kill the terminator. So there needs to be a way to get that in the rules. Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073240 Share on other sites More sharing options...
apologist Posted October 28 Share Posted October 28 I think it's a clever idea to create an at-a-glance value to assess the relative durability of models, so thanks for taking the initiative. Some interesting things to see in the comparison, and having a table of comparable models would allow tweaking to nudge things appropriately. On the face of it, an ork boy (for example) stands out as about right to be less durable than a power-armoured Space Marine and more than an Eldar Guardian... but it seems wrong to me that an ork should be that much tougher than an Eldar/human, and tougher than both squats and Necron warriors – but unit size, points and morale also feed into this. That's not an 'anti-ork' thing, either. The same thing is true of Tyranid Warriors and Gravis Astartes; both more resilient than feels right to me. Anyway, personal thoughts on specifics aside, the point is that it's an interesting way to assess; thank you. SvenIronhand and ChapterMasterGodfrey 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073244 Share on other sites More sharing options...
LameBeard Posted November 1 Share Posted November 1 So as an aside, the only GW game I remember shifting from D6s in a big way was Advanced Heroquest. It used D12s for combat. I’m sorry to say it was strangely unsatisfying after a while, it still didn’t feel granular enough and it felt like too much dice rolling with higher level characters. Of course this proves nothing - maybe D12 could have been implemented better. And this was a game just one step from an RPG. For mass battle games I think you will want to keep D6s, because rolling a lot of dice is part of what makes it fun for some people. I think the alternative is more abstraction so you work at the level of the squad rather than model. I am going to try “SquadHammer” which works on that principle, with 2D6 resolution. Link to comment https://bolterandchainsword.com/topic/384343-how-id-redo-toughnesswoundsstrengthsaves/page/2/#findComment-6073933 Share on other sites More sharing options...
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