str00dles1 wrote:Calculating your melee score/stat or whatever it was. That really put off the whole group from wanting to play once we got to that part.
Its like your speed plus size plus something divided by two or a weird calculation like that. It could have been done on the cards as another stat but the one priest has variable stats (and in that case he could have had them all printed on card
IMO)
Thanks for the feedback!
I've said it already in another thread, but converting the # of melee Shots into an actual model characteristic is top of my list of things to improve/change whenever we are able to do a v2 of the rules. There are reasons why it ended up the way it did (I talked about it previously), but obviously its enough to put some people off the game and that's enough reason to change it right there.
I liked the cards. I mean personally, id fit their weapon stats on the cards even if it made them bigger but that's a personal preference. Anything to make looking at multiple sheets less, is best.
Special abilities and what they do is also a big plus if that could be put on the cards. Many of the cards have tons of blank space for it. Again less looking in book is better.
I like to compare them to the Malifaux cards. Everything you need is right there, never need to go to the book. You go to the book for gameplay rules, not model rules 99% of the time
You could remove the Unit options and put weapons and special ability rules there. Unit options are a book thing, as you use a book most of the time to build your army, which is fine.
When we started the project, my dream was to have the model's characteristics, weapon stats & special rules on their card. However, when trying to make that actually happen, I quickly realized it just wasn't possible without using some kind of larger cards, and that's a whole other cost issue (standard cards are much cheaper/easier to get made).
In the case of Malifaux, you're talking about a card representing a single model. We were trying to fit an entire unit's worth of rules onto the card, and the game allows for customization of weapons within the unit similar to
40k, so that made things really difficult.
Most models have a ranged weapon, a pistol, and in some cases one or more grenades. Then, some models in the unit can upgrade to 'special' type weapons (like a grenade launcher, etc). The first revision we tried was to put just the unit's 'standard' weapon profiles on the unit card, but it quickly became apparent that once you didn't have the weapon profiles for *any* weapons that the unit could take on their card, that meant you already were going to need to have a separate weapon summary page, so at that point it just makes more sense to move *all* the weapon profiles onto a weapon summary page.
When it came to whether or not to put the unit's special abilities onto their card or not, a similar issue arose. Yes, we could have removed the army list building functions from the cards and instead made the card back a place for the unit's special abilities, but the fact is, with this being a brand new game, people are going to want/need a general ability summary for what everything does. And once players are resigned to having such a cheat sheet for their faction's abilities, why not move a unit's particular abilities onto that same summary so they're all in one place?
I know it is absolutely not an ideal situation, but I do think its the best one that can be done for this particular type of game. There's a reason that
40k, for example, doesn't do unit cards, and I don't think its because
GW doesn't want to make them (because anything they can sell, I think they would!). Instead, its just that there are so many variables for each unit that there simply isn't a way to fit all the stats for all the weapons and all the special rule text in such a small space.