Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2020/05/22 15:05:52
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Loyal Necron Lychguard
|
Afrodactyl wrote: vict0988 wrote: Afrodactyl wrote:What if FNP was replaced with;
A model with this rules adds one to its armour saves, and always succeeds on an unmodified roll of six. If a model with this rule has its armour reduced to the extent that it would normally not be able to make an armour save, or suffers a mortal wound, it can still make an armour save, succeeding on an unmodified roll of six. A model with this rule reduces the Damage characteristic of received damage by one, to a minimum of one.
So it's consistently a bit more more powerful against multi damage weapons, but potentially less so because you can't save all the damage from a lascannom for example.
The -1 damage part makes it too good +1 Sv alone is good enough in most cases. There is a big difference between 7+/5+++ vs 3+/5+++ vs 3+/6+++ vs 5+/6+++. But it's also a question of what is this intended to do? Make you more resilient overall? The Sv protects you from small-arms and the dmg reduction protects you from larger weapons? Why not just increase the wounds characteristic? Nurgle Daemon Princes are AFAIK the only unit where you can't just give them extra wounds because that would put them at 10+ wounds. So in that one edge case you could give it this special rule or some other special rule or just change the toughness or let it be one of the 3 datasheets that actually needs to have FNP unlike all the units that could just get more wounds.
The intent was to speed FNP up by removing an extra step in the damage process, but by still keeping it as a "this unit can still shrug off wounds on a dice roll" mechanic rather than just adding wounds or toughness. In theory a model with FNP can shrug off an infinite number of wounds through saves, whereas a model with more wounds just gets X amount of more wounds, and adding a point of toughness in a lot of cases doesn't actually make a unit any more survivable (The better changes being T3 to T4 and T7 to T8). I wanted to keep the "it just won't die" feel.
For multi damage weapons, I couldn't figure out a way of changing it without it being more dice rolls after damage is rolled, or without it being a swingy save-or-suck. So I settled on it being a swingy save-or-suck. Obviously now it is potentially very powerful, but the damage is rolled after the save, so you may have passed one save, but you've still taken a multi-damage hit from the one that you didn't. I figured that one save against six damage (either saving all the damage, or taking five damage because of the -1) was more streamlined than six saves against six damage (where you could take six damage, zero damage or anywhere in between).
It obviously needs work, as FNP in its current state isn't easy to replicate without it slowing down the game or needing to rework how dealing wounds work. There are certainly going to be cases where this is better and some where it's worse.
You can already potentially take any number of hits if your opponent fails to wound, FNP doesn't meaningfully change the amount of randomness involved in how many hits a unit can take.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/22 15:11:44
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Locked in the Tower of Amareo
|
It changes the randomness a lot.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/22 15:49:21
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Loyal Necron Lychguard
|
Comparing a Plagueburst Crawler with 50% more wounds vs FNP 5+, you think it changes how often it's going to be killed by three Basilisks? I'm aware it changes things on the micro-level, with 1-3 wound models where 1 wound can make the difference between needing 1 and 2 shots from a multi-damage wound to die.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/22 17:18:09
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Locked in the Tower of Amareo
|
It doesn't change the average damage, it changes the randomness. FNP is far more reliable than a single all or nothing invuln roll. That's all.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/22 22:17:53
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Morally-Flexible Malleus Hearing Whispers
|
Can we do away with shoot twice abilities, like FRFSRF, I mean I'm all for stratagems, but when the game slows down for me is when the squad of Conscripts has to drop a bucket of dice on the table, then pick out the 1s, and do it all again, then re-rolls. I am fine with Rapidfire, but can 1 unit just shoot once per shooting phase? It gets even worse with the LR punishers.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/22 23:48:43
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Locked in the Tower of Amareo
|
This ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/23 01:07:46
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Gore-Soaked Lunatic Witchhunter
|
FezzikDaBullgryn wrote:Can we do away with shoot twice abilities, like FRFSRF, I mean I'm all for stratagems, but when the game slows down for me is when the squad of Conscripts has to drop a bucket of dice on the table, then pick out the 1s, and do it all again, then re-rolls. I am fine with Rapidfire, but can 1 unit just shoot once per shooting phase? It gets even worse with the LR punishers.
ROF bloat exists because of the push to tougher and tougher units, and the change to saves where units are almost never outright denied a save. Cutting out ROF bloat (particularly for small arms) requires you cut back on defensive statlines.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/24 21:35:05
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Discriminating Deathmark Assassin
|
Why not just have FNP allow a reroll fail saves?
Just the first thing that came to mind.
|
213PL 60PL 12PL 9-17PL
(she/her) |
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/25 04:33:30
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Loyal Necron Lychguard
|
Blndmage wrote:Why not just have FNP allow a reroll fail saves?
Just the first thing that came to mind.
It's impacts 2+/4++ and 7+ units differently.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/25 07:16:45
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Longtime Dakkanaut
|
AnomanderRake wrote: FezzikDaBullgryn wrote:Can we do away with shoot twice abilities, like FRFSRF, I mean I'm all for stratagems, but when the game slows down for me is when the squad of Conscripts has to drop a bucket of dice on the table, then pick out the 1s, and do it all again, then re-rolls. I am fine with Rapidfire, but can 1 unit just shoot once per shooting phase? It gets even worse with the LR punishers.
ROF bloat exists because of the push to tougher and tougher units, and the change to saves where units are almost never outright denied a save. Cutting out ROF bloat (particularly for small arms) requires you cut back on defensive statlines.
Funny how only guard got those doubling shooting base abilities.
Double shooting russes were a mistake from day 1
No other army got the same doubling of firepower.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/26 12:27:07
Subject: Speeding up Abilities That Slow the Game Down
|
 |
Longtime Dakkanaut
|
I never understood why guardsmen can get a whole bunch of orders that literally made them superhuman. Like "move move move..." You mean just because you have a commander shouting orders at you, suddenly your footslogging unit can move further than a jump pack unit or even a bike unit? Defies belief ... lol
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/26 12:51:50
Subject: Re:Speeding up Abilities That Slow the Game Down
|
 |
Master Engineer with a Brace of Pistols
|
It does make little sense if I’m honest. But what else could you do? Maybe just a regular run, assuming that you rolled a 6?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/26 13:16:05
Subject: Re:Speeding up Abilities That Slow the Game Down
|
 |
Loyal Necron Lychguard
|
Future War Cultist wrote:It does make little sense if I’m honest. But what else could you do? Maybe just a regular run, assuming that you rolled a 6?
Orders could be simplified into a single ability giving +1 to hit, advance and charge rolls and +1 to Leadership so Necron MWBD with Leadership. The idea that they should be able to either shoot or move an entire extra time because someone shouts at them is very unthematic. The alternative is making Guard stats for units that can get orders horrible so it makes sense that they're kind of useless without orders and then functioning at a pretty decent level with orders.
|
This message was edited 2 times. Last update was at 2020/05/26 13:17:27
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/26 15:13:26
Subject: Re:Speeding up Abilities That Slow the Game Down
|
 |
Master Engineer with a Brace of Pistols
|
vict0988 wrote: Future War Cultist wrote:It does make little sense if I’m honest. But what else could you do? Maybe just a regular run, assuming that you rolled a 6?
Orders could be simplified into a single ability giving +1 to hit, advance and charge rolls and +1 to Leadership so Necron MWBD with Leadership. The idea that they should be able to either shoot or move an entire extra time because someone shouts at them is very unthematic. The alternative is making Guard stats for units that can get orders horrible so it makes sense that they're kind of useless without orders and then functioning at a pretty decent level with orders.
I like this idea, and it’s similar to something I’ve been working on myself. Are you suggesting some sort of aura ability? What would you do with regards to vox casters?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2020/05/26 19:19:09
Subject: Re:Speeding up Abilities That Slow the Game Down
|
 |
Loyal Necron Lychguard
|
Future War Cultist wrote: vict0988 wrote: Future War Cultist wrote:It does make little sense if I’m honest. But what else could you do? Maybe just a regular run, assuming that you rolled a 6?
Orders could be simplified into a single ability giving +1 to hit, advance and charge rolls and +1 to Leadership so Necron MWBD with Leadership. The idea that they should be able to either shoot or move an entire extra time because someone shouts at them is very unthematic. The alternative is making Guard stats for units that can get orders horrible so it makes sense that they're kind of useless without orders and then functioning at a pretty decent level with orders.
I like this idea, and it’s similar to something I’ve been working on myself. Are you suggesting some sort of aura ability? What would you do with regards to vox casters?
I don't think I'd change it to an aura. Although you could go the direction of splitting the ability into a mobility part handled by Company Commanders and a combat effectiveness part handled by Platoon Commanders such that there is a need for both and one doesn't make the other obsolete.
Voice of Command: At the beginning of your turn, choose a friendly <REGIMENT> INFANTRY unit within 6" of this model. Add 1 to Advance, charge and hit rolls and add 1 to the Leadership characteristic for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn. (Still works with all the various WL traits but Regiment-Orders would go)
Senior Officer: This model may use the Voice of Command ability twice in each of your turns. (Removed the part about it being resolved one at a time)
This would be a massive nerf to Infantry Squads and balance is really all over the place at the moment so I'm not sure how I'd handle the fallout. On the other hand it might make Heavy Weapon Teams and Special Weapon Teams more viable, it would also buff plasma Scions which is probably not fair. Plasma needs a rework anyways so you don't have to roll them individually. I think they should just do 1 MW to the firing unit at the end of the attack for each unmodified roll of 1 before re-rolls. Nerf the overcharge profile from S8->S7 if my suggestion makes them too good.
|
|
 |
 |
|