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2018/06/14 17:13:18
Subject: How to reduce bloat with better USR usage.
So the only "universality" of the "Shoot normally while in combat" rule is actually only the Baneblade chassis tanks, plus the Minotaur, Valdor, and Space Marine superheavies? Is it really more helpful than just writing on the datasheet "this unit can shoot while in combat"?
If it's that uncommon, sure, write it on the model.
What rule is common enough to make into a game-wide USR?
2018/06/14 17:47:08
Subject: How to reduce bloat with better USR usage.
The warlord trait in 8th would simply read "Units within 6" of your warlord can re-roll failed to wound rolls in the shooting phase". Done. Zero reason to use a USR in there.
MagicJuggler wrote: It seems like we"re going in circles here.
"Can I re-roll wounds when I Fix Bayonets?"
7th had the same issue with Flamers btw, which is why I used them as an analogy. Remember that a Baleflamer is not a Flamer, except when it is.
But we already agreed on keywords for weapons being awesome, right? Looking for a FLAMER keyword is pretty clear, the Baleflamer will have it or not.
Death Guard actually does this, all the "re-roll 1 to wound" weapons are "Plague Weapons" and we have a psychic power (Putrefying Blades) and warlord trait (Arch-Contaminator) explicitly giving those weapons benefits. Why they haven't continued on that trend? Beats me.
I'll repeat myself. I'm all for adding keywords to rules for clarity or grouping certain kinds of effect. What I'm strictly opposed to is hiding rules behind keywords instead of simply spelling them out.
Automatically Appended Next Post: If you're not a magic player, have look at this picture:
Spoiler:
Any clue what that Angel can do? I guess flying and first strike are pretty easily understood, trample and haste can be guessed, and I would assume no one can guess what vigilance does. And now the kicker: A lot of magic players don't even know what "Protection from Red and Black" does properly. Sounds simple enough, right? You couldn't be further from the truth. There is literally no way to find out what that ability does without consulting the rules and/or a rules forum.
Good thing is, unlike MtG, WH40k doesn't have a space issue. If they need to, they can use an entire page for a datasheet. Therefore I see no reason to move any USR rules back into the BRB.
Magic players are also capable of learning the rules for keyword abilities and don't have this weird expectation of having them spoon-fed to them every time they play. It's weird that playing with your nose in the codex because you don't remember what your units do is desirable.
The whole point of keywords like Akroma has is that there is a standard set of rules all players know, and they can look at their opponent's cards and understand what they do. And they still have rules written out on cards when needed, especially for unique effects, which would be the equivalent of non-universal special rules found in codices.
Wizards also nearly always writes rules text as clearly and literally as possible, making them easy to understand and avoiding the issue of multiple players each reading the same rule to work differently.
2018/06/14 18:00:20
Subject: How to reduce bloat with better USR usage.
That's a good candidate. Just for the sake of investigating it, let's see what we can get:
What would this USR look like? "This unit can arrive on the battlefield before the end of Turn 3, at the end of any of its owning player's movement phases. If it arrives in Turn 1, it cannot be outside of the opponent's deployment zone unless it was already on the battlefield at the beginning of the game. It must arrive 9" away from any enemy unit in either case, and cannot move further that turn save to charge."
sound reasonable? I actually think that'd work ok, though it incorporates rules from the modern Tactical Reserves rule.
2018/06/14 18:11:18
Subject: How to reduce bloat with better USR usage.
Then you need a special USR for GSC, and any form of Outflank.
Would you still say for things like Da Jump that they arrived "as though they had deep strike?" This created a gak ton of confusion in 7th edition, in regards to what "as though" meant.
You would also need a USR for Drop Pods, and disembarking from them.
This message was edited 1 time. Last update was at 2018/06/14 18:12:02
Galas wrote: I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you
Bharring wrote: He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
2018/06/14 18:12:27
Subject: How to reduce bloat with better USR usage.
Marmatag wrote:Then you need a special USR for GSC, and any form of Outflank.
Would you still say for things like Da Jump that they arrived "as though they had deep strike?" This created a gak ton of confusion in 7th edition, in regards to what "as though" meant.
You would also need a USR for Drop Pods, and disembarking from them.
Good point, perhaps it's not so great a candidate for a USR after all... any others?
Desubot wrote:Keeping it consistent it should say more than 9" away.
True.
2018/06/14 18:41:19
Subject: How to reduce bloat with better USR usage.
Unit1126PLL wrote: What rule is common enough to make into a game-wide USR?
Deep strike and feel no pain would be prime candidates. Auras should probably have an actual aura keyword, rather than a vague definition in the rulebook.
Rerolling 1s might work as a USR in some form or other.
You've got potential weapon USRs as well (Rending, Melta etc.).
(These are just off the top of my head.)
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2018/06/14 18:45:18
Subject: How to reduce bloat with better USR usage.
Is this really more clear? Does this actually reduce bloat in any way shape or form?
Galas wrote: I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you
Bharring wrote: He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
2018/06/14 18:49:58
Subject: How to reduce bloat with better USR usage.
Is this really more clear? Does this actually reduce bloat in any way shape or form?
It's not more clear because you're adding a load of unnecessary clutter.
Feel No pain (value) works just fine. The next 4 are either entirely irrelevant or have no purpose within that USR.
e.g. if you want a model to have FNP 5+ only against mortal wounds caused by psychic powers, just write 'This model has FNP 5+ against mortal wounds caused by psychic powers'.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2018/06/14 19:35:34
Subject: How to reduce bloat with better USR usage.
That is not materially different from what we have now.
Galas wrote: I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you
Bharring wrote: He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
2018/06/14 19:56:58
Subject: How to reduce bloat with better USR usage.
So the only "universality" of the "Shoot normally while in combat" rule is actually only the Baneblade chassis tanks, plus the Minotaur, Valdor, and Space Marine superheavies? Is it really more helpful than just writing on the datasheet "this unit can shoot while in combat"?
If it's that uncommon, sure, write it on the model.
What rule is common enough to make into a game-wide USR?
Relentless needs to be far more common (and a USR) than it currently is.
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise"
2018/06/14 20:30:45
Subject: How to reduce bloat with better USR usage.
Is this really more clear? Does this actually reduce bloat in any way shape or form?
Or you just dump all of the pointless variations on the rule and give units FNP X+. In a game where massive titans can annihilate whole units with each of their guns do we really need to worry about whether FNP applies to psychic wounds vs. all wounds?
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
2018/06/14 21:17:59
Subject: How to reduce bloat with better USR usage.
I just don't see that as an improvement over the current system.
Can you help understand what the problem is that you're trying to solve, and then also help me understand how your proposed FNP here actually achieves that goal?
USRs are bad programming. You're essentially defining global functions without allowing them to be overridden; while FNP might make sense from a polymorphic standpoint, the implementation of that method should be left up to the object itself. In which case we're back to specific datasheets defining the implementation, which is where we are now.
Galas wrote: I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you
Bharring wrote: He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
2018/06/14 21:56:41
Subject: How to reduce bloat with better USR usage.
Unit1126PLL wrote: The problem with "clean, simple, concise and precise USRs" is they don't reflect units that well.
Just look at the Steel Behemoth/Towering Monstrosity/similar rules; they look at first glance like a USR, since every superheavy/titanic unit has some variation, but:
- Some of them allow shooting in combat. Some don't.
- The ones that don't usually allow the unit to easily withdraw from combat somehow (e.g. Imperial Knights can step over infantry).
- Some allow falling back and shooting.
- Some allow falling back and charging.
- Some allow advancing and charging.
- Some remove the -1 to-hit penalty for moving and firing heavy weapons, some do not.
It's essentially the same rule (dis fing be big, da rool), but it has at least 4 different variations I can think of off the top of my head.
And we don't need a USR, or convoluted USR-with-exceptions for each of them, because we don't need 6 rules that almost do th same thing. Just make them the same. One USR. This convolutedness of tiny variations of th same thing is not depth, it's just worthless bloat.
This message was edited 1 time. Last update was at 2018/06/14 21:57:05
Posters on ignore list: 36
40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.
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2018/06/14 22:08:33
Subject: How to reduce bloat with better USR usage.
I just don't see that as an improvement over the current system.
Can you help understand what the problem is that you're trying to solve, and then also help me understand how your proposed FNP here actually achieves that goal?
USRs are bad programming. You're essentially defining global functions without allowing them to be overridden; while FNP might make sense from a polymorphic standpoint, the implementation of that method should be left up to the object itself. In which case we're back to specific datasheets defining the implementation, which is where we are now.
USRs are inheritable functions, not global variables. Method inheritance prevents "reinvent the wheel/copypaste programming." For example, the current discrepancy between different skimmer-types where you alternately measure distance to their base, hull, or the closer of the two.
2018/06/14 22:45:02
Subject: How to reduce bloat with better USR usage.
Except that's not what you've done. A virtual function in a class should leave the implementation details to the object that inherits it. You're defining a global implementation. That is the very definition of a USR.
Another way to look at it, is that if you start allowing things to override it, it stops being a universal rule. Look at FLY. Imagine if half the models had a different implementation of FLY. It would stop being a universal rule, wouldn't it?
This whole discussion is silly anyway. The 8th rulset is far from bloated, and abilities being spelled out on the data sheet is the ideal way to approach it. The challenge is the sheer volume of rule changes that have been made in FAQs, and managing all of that to be in one place and accessible for tournament play.
Galas wrote: I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you
Bharring wrote: He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
2018/06/15 03:13:23
Subject: How to reduce bloat with better USR usage.
Google functional composition. Or method args. Or anything else related to basic OOP.
Automatically Appended Next Post:
Marmatag wrote: This whole discussion is silly anyway. The 8th rulset is far from bloated, and abilities being spelled out on the data sheet is the ideal way to approach it. The challenge is the sheer volume of rule changes that have been made in FAQs, and managing all of that to be in one place and accessible for tournament play.
A problem exacerbated by copypaste and inconsistent rulings.
Blastaar wrote: Magic players are also capable of learning the rules for keyword abilities and don't have this weird expectation of having them spoon-fed to them every time they play. It's weird that playing with your nose in the codex because you don't remember what your units do is desirable.
You must not have seen a card printed in the last five years
Ever since WotC called out the NWO, outside of rares and mythic rares, all rules are fully written on cards, even those for keywords like first strike or lifelink. Because they have become aware of the problems keywords pose to players. The have acknowledged the need to make keywords to create cards like Akroma, because all the rules spelled out would not fit on cards, but they try to write down rules whenever possible.
For WH40k "whenever possible" is always, since we have a full page to write down all the rules we need.
The whole point of keywords like Akroma has is that there is a standard set of rules all players know, and they can look at their opponent's cards and understand what they do.
Except about every third magic player I have met in my over two decades of playing the game gets protection wrong. I can't start to count the number of times I had to argue that Damnation can in fact destroy Akroma despite being a black spell. Which is perfectly understandable, since protection is one of the least intuitive rules in the game. For this reason they have actually stopped using protection on new cards. A lot of veteran players also don't get what Vigiliance or Haste does, considering that those keywords were not part of the game when Akroma was printed for the first time.
This perfectly demonstrates why keywords replacing rules is not a tool to increase rule clarity, but to reduce it.
Wizards also nearly always writes rules text as clearly and literally as possible, making them easy to understand and avoiding the issue of multiple players each reading the same rule to work differently.
Yeah, this is one of the best parts of magic. There are no unclear things in the rules. Zero. Some interactions are hard to understand, but none of them are undefined. GW should really strive to archive this level of rules writing.
Automatically Appended Next Post:
MagicJuggler wrote: Google functional composition. Or method args. Or anything else related to basic OOP.
Automatically Appended Next Post:
Marmatag wrote: This whole discussion is silly anyway. The 8th rulset is far from bloated, and abilities being spelled out on the data sheet is the ideal way to approach it. The challenge is the sheer volume of rule changes that have been made in FAQs, and managing all of that to be in one place and accessible for tournament play.
A problem exacerbated by copypaste and inconsistent rulings.
Rules are not software code. Your codex does not provide you with an IDE to look up definitions, you need to flip through multiple books to find them. This is highly undesirable, as it forces you to waste time on flipping through pages in order to find out what your unit does. Readability without cross referencing is a lot more important than maintainability in this case, therefore writing everything twice is a much better solution than not repeating yourself. In fact, it improves maintainability instead of reducing it like it does in code. If you change one of your central USR, you have no way to find out if it breaks some data sheets because you don't have debugger available, you need to cross-check every single line of rules "codes" in existence in order to find out if everything still works the way it should.
It also prevents a lot of problems that you describe in your examples from 7th - since every rule describes exactly what it does without referencing other rules, you don't get issues where the referenced rule doesn't match because it only applies to weapons/models/combat/hello kitty robots.
This message was edited 2 times. Last update was at 2018/06/15 09:30:12
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2018/06/15 12:52:23
Subject: How to reduce bloat with better USR usage.
Unit1126PLL wrote: The problem with "clean, simple, concise and precise USRs" is they don't reflect units that well.
Just look at the Steel Behemoth/Towering Monstrosity/similar rules; they look at first glance like a USR, since every superheavy/titanic unit has some variation, but:
- Some of them allow shooting in combat. Some don't.
- The ones that don't usually allow the unit to easily withdraw from combat somehow (e.g. Imperial Knights can step over infantry).
- Some allow falling back and shooting.
- Some allow falling back and charging.
- Some allow advancing and charging.
- Some remove the -1 to-hit penalty for moving and firing heavy weapons, some do not.
It's essentially the same rule (dis fing be big, da rool), but it has at least 4 different variations I can think of off the top of my head.
And we don't need a USR, or convoluted USR-with-exceptions for each of them, because we don't need 6 rules that almost do th same thing. Just make them the same. One USR. This convolutedness of tiny variations of th same thing is not depth, it's just worthless bloat.
Bingo! I think the real benefit of USRs isn't in some convoluted implementation like MJ seems to want to do, it's in providing consistency. There's no reason whatsoever for 4 different sets of very similar rules for near-identical vehicles when 1 will do just as well. Same with FNP. The vague, inaccurate language GW had to use when writing the FAQ about FNP-like effects should tell them something is wrong with their current approach.
I think my main problem with MJ's approach is that, as presented, it doesn't actually hugely aid clarity and, frankly, just looks ugly. I wonder if perhaps this approach is trying o generalise and codify things too much?
2018/06/15 13:19:05
Subject: How to reduce bloat with better USR usage.
Unit1126PLL wrote: The problem with "clean, simple, concise and precise USRs" is they don't reflect units that well.
Just look at the Steel Behemoth/Towering Monstrosity/similar rules; they look at first glance like a USR, since every superheavy/titanic unit has some variation, but:
- Some of them allow shooting in combat. Some don't.
- The ones that don't usually allow the unit to easily withdraw from combat somehow (e.g. Imperial Knights can step over infantry).
- Some allow falling back and shooting.
- Some allow falling back and charging.
- Some allow advancing and charging.
- Some remove the -1 to-hit penalty for moving and firing heavy weapons, some do not.
It's essentially the same rule (dis fing be big, da rool), but it has at least 4 different variations I can think of off the top of my head.
And we don't need a USR, or convoluted USR-with-exceptions for each of them, because we don't need 6 rules that almost do th same thing. Just make them the same. One USR. This convolutedness of tiny variations of th same thing is not depth, it's just worthless bloat.
Bingo! I think the real benefit of USRs isn't in some convoluted implementation like MJ seems to want to do, it's in providing consistency. There's no reason whatsoever for 4 different sets of very similar rules for near-identical vehicles when 1 will do just as well. Same with FNP. The vague, inaccurate language GW had to use when writing the FAQ about FNP-like effects should tell them something is wrong with their current approach.
I think my main problem with MJ's approach is that, as presented, it doesn't actually hugely aid clarity and, frankly, just looks ugly. I wonder if perhaps this approach is trying o generalise and codify things too much?
I agree with lord_blackfang's views too. And as Peregrine said earlier, in a game with Avenger Gatling Cannons and aircraft, you probably don't want to get too hung-up on too many forms of FNP.
Perhaps a proof of concept may be in order.
2018/06/15 13:31:19
Subject: How to reduce bloat with better USR usage.
"Steel Behemoth: This unit can fall back and shoot and charge in the same turn."
Baneblade and friends: Steel Behemoth, except you can also shoot while staying in combat, and you ignore the -1 to-hit for moving and firing heavy weapons.
Imperial Knight friendos: Steel Behemoth, except you can also step over enemy infantry and ignore the -1 to-hit for moving and firing heavy weapons.
Zarakynel, Bringer of Torments: Steel Behemoth, except you can't shoot, but you can advance and charge also.
Minotaur Artillery Tank: Steel Behemoth, except you can also shoot while staying in combat.
How I would do it:
Baneblade:
Titanic: This unit can fall back and shoot and charge in the same turn.
Steel Behemoth: This unit can shoot even if models are within 1" of it
Relentless: This unit does not suffer -1 to-hit for moving and firing heavy weapons.
Imerpial Knight:
Titanic: This unit can fall back and shoot and charge in the same turn.
Super-heavy walker: Ignore infantry and swarms when moving. You still cannot end your move within 1" of enemy infantry or swarm models.
Relentless: This unit does not suffer -1 to-hit for moving and firing heavy weapons.
Zarakynel, Bringer of Torments:
Winged Monster: This unit can charge even if it has fallen back or advanced this turn.
Minotaur Artillery Tank:
Titanic: This unit can fall back and shoot and charge in the same turn.
Steel Behemoth: This unit can shoot even if models are within 1" of it
Names aren't final obviously, for example a more generic name for "Titanic" would be better so units like centurions could benefit from it without sounding silly.
This message was edited 1 time. Last update was at 2018/06/15 13:32:29
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2018/06/15 13:48:39
Subject: How to reduce bloat with better USR usage.
IMO it's more important to distinguish the tanks and the knight as "this unit goes where it pleases" from the "can assault whatever and whenever it wants" daemon.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2018/06/15 15:38:05
Subject: How to reduce bloat with better USR usage.
I like the keyword system we have now, what I'd suggest is push it a bit further, with <keyword> traits on weapons, so if a rule impacts <bolt> weapons its pretty clear.
would also have a definitions section in the rules, doesn't need to be long, to clearly cover such as
within entirely within model - e.g. do antenna, wings etc count
cover that singular references also include the plural and vice versa unless said otherwise
2018/06/15 15:52:19
Subject: How to reduce bloat with better USR usage.
MagicJuggler wrote: Google functional composition. Or method args. Or anything else related to basic OOP.
Automatically Appended Next Post:
Marmatag wrote: This whole discussion is silly anyway. The 8th rulset is far from bloated, and abilities being spelled out on the data sheet is the ideal way to approach it. The challenge is the sheer volume of rule changes that have been made in FAQs, and managing all of that to be in one place and accessible for tournament play.
A problem exacerbated by copypaste and inconsistent rulings.
Why don't you just take a quick glance here. I like the example of the classes inheriting Animal. Both can talk, but to know how each animal talks, you can't reference the universal definition of talk(). Because it's been overridden. Which is what happens with USRs, and how USRs create rules problems and massive bloat.
Galas wrote: I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you
Bharring wrote: He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.