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![[Post New]](/s/i/i.gif) 2016/07/05 22:39:27
Subject: Complex Rules: The Good and Bad
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Longtime Dakkanaut
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I was watching a fairly casual game between Harlequins and Orks. The Harlequin player made a number of rules errors related to the Strength and abilities of the Harlie Weapons and psychic powers. I've seen similar issues with Ad Mech, Renegades, the Tau Formations, and much more severe issues with Corsairs. The players aren't trying to cheat, but the rules for the armies are complicated and difficult to learn, and impossible to learn at the same speed as armies like Necrons or Space Marines.
Over Time I've started to cringe every time I hear a newer / less practiced player starting one of those armies, because the learning curve is so severe, and it always seem to put strain on the social contract between players.
I appreciate that those armies play like nothing else in the game. They are truely a unique play experience, and I see why people are drawn to it.
My question is, do you think that the complex rule mechanics that make those niche armies so distinctive are worth the strain they put on the casual gaming community? I.E. Would you rather Harlies were to Eldar in the same way as Militarum Tempestus are to Imperial Guard with applications of basic rules concepts being what separates them, or do you like them as they are (And similar examples for other armies).
ETA: One issue with divergent and complicated rules is that players can't help each other out, because the rules mechanics that apply to their own army are so different than their opponent.
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This message was edited 1 time. Last update was at 2016/07/05 22:48:52
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![[Post New]](/s/i/i.gif) 2016/07/05 23:08:41
Subject: Complex Rules: The Good and Bad
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Fixture of Dakka
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I'm fine with the rules. They're not perfect but they do okay.
The only person I've seen struggle with rules has been playing for about five years and has not grasped Infantry move 6" in the movement phase.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2016/07/05 23:09:57
Subject: Re:Complex Rules: The Good and Bad
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Gargantuan Gargant
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Reading is hard.
I've play with people who are not new players anymore and they still screw stuff up. Veteran players have the added hurdle of remembering how it used to be, and confusing that with how it works now. It's not just a 40K thing.
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![[Post New]](/s/i/i.gif) 2016/07/05 23:15:03
Subject: Complex Rules: The Good and Bad
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Fixture of Dakka
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Personally, I don't feel that the rules for Skitarii and Harlequins are particularly complex compared to other armies. As you well know, I'm still getting the hang of my harlies, but I think that has more to do with how rarely I play them and how they tend to die before I can use some of their special stuff than it does with the complexity of the rules.
Personally, I find that unique rules are the main thing that draws me to an army. Sometimes increased diversity means increased complexity. I'm very willing to sacrifice some simplicity for the sake of cool, flavorful rules.
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2016/07/05 23:16:51
Subject: Complex Rules: The Good and Bad
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Longtime Dakkanaut
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Complex bad wording: Tank shocking especially if done by da rippa
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/07/05 23:19:19
Subject: Complex Rules: The Good and Bad
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Librarian with Freaky Familiar
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That's why I like my deathwing/ravenwing army.
Pretty much auto pass all pin, fear, and most leadership tests, and get some special rules on turn one.
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2016/07/05 23:27:42
Subject: Complex Rules: The Good and Bad
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Longtime Dakkanaut
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I do like complex rules. I just don't like bad rules and complex clusterfucks
For example. The chaos boon table is rather complex allmost all players have to look it up but it really adds something to the game.
Poorly written stuff like: failing a charge because you rolled 8" when you needed 7" for your charge distance resulting in your modes just reaching difficult terrain and only being able to assault 6" or unclear wording is what I really dislike
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/07/05 23:54:42
Subject: Complex Rules: The Good and Bad
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The Daemon Possessing Fulgrim's Body
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There's a distinction between complicated and complex.
Complex rules are great, they offer a great many rules interactions and can offer deep, layered and nuanced gameplay.
Complex rules can still be simple, concise and easy to interpret.
Complicated rules are unnecessarily involved, they may require remembering multiple steps, exceptions, modifiers etc above what would be strictly necessary to arrive at the same result.
40K just now has too little of the former and too much of the latter.
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We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark
The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.
The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox
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Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2016/07/06 01:38:12
Subject: Re:Complex Rules: The Good and Bad
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Douglas Bader
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Complex rules are bad. The problem with 40k is that the rules are really complicated, but they aren't very deep. So you have a lot of rules to memorize and interactions to argue about but in the end you're still making the same strategic decisions as you would be in a much simpler game. You could take out huge chunks of 40k's rules and not lose anything, IMO.
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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. |
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