LunarSol wrote: mrhappyface wrote:
Infantryman wrote:GW should stop limiting themselves to a d6, first off.
Why? Will everybody be happy when they're carting round a tub of every type of dice?
The
D6 has a super narrow band of a viable curve for modifiers. The difference between 3+ and 2+ and 5+ and 6+ is so extreme that its very hard to introduce anything other than a single +/-1 option without either forcing everything to be 4+ or having some significant breaks. Anything that can +/-2 will almost certainly shatter the system unless its a very intentional self modifying design.
Ultimately you just end up without much ability to present a varied statline as you attempt to balance your game. Of notable competitive systems; you can see this happen very quickly with Guild Ball; where defensive stats once regularly varied form 2+ to 6+ but over time the developers have learned they can really only make 3+/4+ models, with 2+/5+ models requiring some very careful offsets to make work.
I will note here that a similar problem presents itself in xd6 systems; Warmachine has a wider range of stats and stackable modifiers (consider: Stormwall (
ARM 19) can stack Arcane Shield (+3
ARM) and Stryker feat (+5
ARM) for
ARM 27 for a turn and make itself nigh-undamageable by anything up to and including a heavy warjack) because a) things that ignore or strip modifiers exist, and b) while your damage roll is usually
2d6+POW there are plenty of effects that straight-up add extra dice to the roll (consider in the extreme case Butcher1; he has a POW 16 weapon with Weapon Master (additional damage die), can feat for another additional damage die on all attacks for a turn, add Fury (+3 POW), and boost on top of that for POW 19 rolling five dice, for an average damage roll of 36.5 (9.5 damage per attack into a fully armour-buffed colossal).)
However: Godslayer uses an offensive stat +
2d6 v. defensive stat approach that is quite similar to Warmachine's, but it doesn't have a core mechanic (or indeed any mechanics) centering around rolling additional dice, which means that stats still exist in a very narrow range (a 5 in an offensive stat is pretty poor, an 8 is godly) and modifiers are still usually +1.
I would assert that the issues you're describing are not the product of a 1d6 system; rather they're a product of
GW's many attacks/few hit points structure where durability is the product of making it improbable that you'll take damage rather than making it take more attacks to kill you (an attack in Warmachine can be extremely reliable (a rifleman with
RAT 6 standing still to aim (+2) is going to hit a Khador warjack (
DEF 10) on anything other than a roll of double 1s, and with a POW 11 rifle will even do damage to its
ARM 20 on a roll of 10 on
2d6 (6/36, or the same as the odds of getting a 6 on 1d6, but he's also doing 1-3 damage to a unit with 34 health, and with a reasonably-average range of 10" he's getting no more than two shots before the warjack gets in his face and chops his head off), and of a system where being in position to make an attack is a fairly hassle-free process (if I deploy a Basilisk on the table it can shoot everything on the table no matter what anyone does, Deep Strike means a lot of units can always get a full round of shooting off against something (not necessarily an optimal target, but something)).
The other problem that flattens the range of stats is the list-building freedom
GW has been pushing; back in 3rd-5th you were locked to a single Codex (with the exception of the Inquisition) and one type of detachment that required Troops and didn't allow superheavies, in an environment where 1,500pts was 'normal'. The result felt a lot more like the Reinforced Platoon out of Bolt Action where spamming was more difficult (not impossible, however) and there was a fairly predictable ratio of hard targets to soft targets in most games. With the advent of
GW's "take whatever" phase starting with allies, flyers, and Escalation in 6e, and continuing on into the present, the game has to be written such that an arbitrary limited selection of units makes a reasonable (not necessarily effective/efficient, but at least somewhat usable)
TAC list, which means that the statlines get pretty normalized.
Going for "it's the
d6's fault" is a popular explanation, but it's also an oversimplification that ignores a number of other design principles that restrict how widely statlines can vary. I'd also suggest that given the examples of 30k,
LotR, and historical wargames (I'm thinking of Bolt Action because that's the one I'm most familiar with, but it's far from the only example) which take what is functionally the same army list and introduce minor variations that end up giving the whole thing a wildly different character that a wide range of different statlines/modifiers isn't hugely necessary to differentiate armies.