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| Are you in favor of rolling save per damage dealt? |
| Yes, it might help game longevity and swingyness. |
 
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0% |
[ 0 ] |
| Yes IF random damage rolls are made less common. |
 
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0% |
[ 0 ] |
| Yes IF invulnerable saves are vs wounds and toned down. |
 
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0% |
[ 0 ] |
| B&C |
 
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0% |
[ 0 ] |
| Undecided |
 
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0% |
[ 0 ] |
| No, too many dice. |
 
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65% |
[ 11 ] |
| No, I like stopping 6dmg with one lucky save. |
 
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29% |
[ 5 ] |
| No, I don't like change. |
 
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6% |
[ 1 ] |
| No, I can't think of a way to convert FnP into something useful. |
 
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0% |
[ 0 ] |
| Total Votes : 17 |
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![[Post New]](/s/i/i.gif) 2018/03/03 18:12:14
Subject: Save per damage opinions
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Focused Fire Warrior
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I haven't seen the question pop up much so I was wondering how people felt about this in terms of homebrew or 9th/10th edition rules should the day ever come.
Do you like the idea of making armor/cover saves per damage dealt rather than per wound? I think that it would require some general shifting of things around like how 8th changed datasheet values across the board from 7th to accommodate the new ap system. If it were done I'd expect that each dmg of a meltagun would be saved against on a 6 by most armored vehicles, with melta equivalents dealing flat 4dmg. I'd also anticipate invulnerable saves generally dropping by 1 and working as they do now against wounds. Exactly what would become of FnP I don't know, maybe the same as now, maybe rerolls or bonuses plus being able to use it against non-attack damage. I don't know what would become of cover, the current system is alright imo for bonus but too hard to achieve.
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![[Post New]](/s/i/i.gif) 2018/03/03 18:38:30
Subject: Save per damage opinions
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Decrepit Dakkanaut
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No. There's already enough randomness as is with dice rolling.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/03/03 20:56:24
Subject: Save per damage opinions
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Norn Queen
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Agree with slayer. I don't even like that the new feel no pain rolls are per damage instead of per wound. And body guard units have been widely accepted as absorbing per damage instead of per wound.
Make it all per wound.
This is the thing that hits and hurts, and you can try to mitigate that. The moment you don't mitigate it this is the damage you take.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2018/03/03 21:14:34
Subject: Save per damage opinions
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Focused Fire Warrior
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Lance845 wrote: body guard units have been widely accepted as absorbing per damage instead of per wound.
I agree that bodyguards should be on wound rather than damage.
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![[Post New]](/s/i/i.gif) 2018/03/04 14:44:44
Subject: Save per damage opinions
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Regular Dakkanaut
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Lance845 wrote:Agree with slayer. I don't even like that the new feel no pain rolls are per damage instead of per wound. And body guard units have been widely accepted as absorbing per damage instead of per wound.
Make it all per wound.
This is the thing that hits and hurts, and you can try to mitigate that. The moment you don't mitigate it this is the damage you take.
Feel no pain negating every wound from a mulit-damage would be a tad extreme (We don't really want people shrugging off a Lascannon to the face
What if they changed the FNP abilities to "roll against any unsaved wound, if passed half the damage inflicted rounding down"
Far quicker, but no random mook is shrugging off an anti tank weapon to the face....
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![[Post New]](/s/i/i.gif) 2018/03/04 16:03:57
Subject: Save per damage opinions
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Decrepit Dakkanaut
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Jbz` wrote: Lance845 wrote:Agree with slayer. I don't even like that the new feel no pain rolls are per damage instead of per wound. And body guard units have been widely accepted as absorbing per damage instead of per wound.
Make it all per wound.
This is the thing that hits and hurts, and you can try to mitigate that. The moment you don't mitigate it this is the damage you take.
Feel no pain negating every wound from a mulit-damage would be a tad extreme (We don't really want people shrugging off a Lascannon to the face
What if they changed the FNP abilities to "roll against any unsaved wound, if passed half the damage inflicted rounding down"
Far quicker, but no random mook is shrugging off an anti tank weapon to the face....
They've done it before though with no complaints. The new FNP system is pretty well done as some weapons shohld definitely be harder to shrug off.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/03/04 17:25:15
Subject: Save per damage opinions
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Fixture of Dakka
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Slayer-Fan123 wrote:Jbz` wrote: Lance845 wrote:Agree with slayer. I don't even like that the new feel no pain rolls are per damage instead of per wound. And body guard units have been widely accepted as absorbing per damage instead of per wound.
Make it all per wound.
This is the thing that hits and hurts, and you can try to mitigate that. The moment you don't mitigate it this is the damage you take.
Feel no pain negating every wound from a mulit-damage would be a tad extreme (We don't really want people shrugging off a Lascannon to the face
What if they changed the FNP abilities to "roll against any unsaved wound, if passed half the damage inflicted rounding down"
Far quicker, but no random mook is shrugging off an anti tank weapon to the face....
They've done it before though with no complaints. The new FNP system is pretty well done as some weapons shohld definitely be harder to shrug off.
I like things roughly where they are now. To shrug off harm from a lascannon, a pox walker has to get pretty darn lucky. To shrug off harm from a lasgun, less lucky. It feels about right. Taking FNP against wounds instead of damage means that FNP is both worse at mitigating damage (as opposed to ignoring it) and more likely to completely ignore multi-damage wounds (as opposed to mitigate it).
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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) 2018/03/04 17:50:39
Subject: Re:Save per damage opinions
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Longtime Dakkanaut
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I match Wyldhunt. One armor save vs the wound roll. It also fits the fluff perception I have. If a lascannon penetrates your armor, it does in one big hole, not a d6 different ones. I also see the FnP roll against damage as good. A model with FnP is hit by a meltagun and takes a huge chunk from its back. SOME of that regenerates (for example) when he makes 2 FnP's against the 4 damage...
Edited for clarity
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This message was edited 1 time. Last update was at 2018/03/04 17:52:01
Keeping the hobby side alive!
I never forget the Dakka unit scale is binary: Units are either OP or Garbage. |
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![[Post New]](/s/i/i.gif) 2018/03/04 19:19:17
Subject: Save per damage opinions
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Norn Queen
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I don't necessarily disagree with the FNPs. But I full on hate how people have been playing the body guards. I don't particularly want to get into another 4 page argument over it again, but look at the text. Lychguard, Guardian Protocols: Roll a d6 each time a <Dynasty> CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit - the character does not loose a wound but this unit suffers a mortal wound. That says to me that they should be taking the "hit" not the "damage" and that the new hit now deals a mortal wound which would wound automatically instead of it's normal strength/damage. Pretty much everyone plays it the other way around for some reason. Even though it makes way less sense for a body guard to jump in front of a single big bullet and somehow get hurt worse by it while not stopping it entirely. Dumb as dirt mechanic.
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This message was edited 1 time. Last update was at 2018/03/04 19:19:51
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2018/03/04 19:32:53
Subject: Save per damage opinions
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Decrepit Dakkanaut
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Lance845 wrote:I don't necessarily disagree with the FNPs. But I full on hate how people have been playing the body guards.
I don't particularly want to get into another 4 page argument over it again, but look at the text.
Lychguard, Guardian Protocols:
Roll a d6 each time a <Dynasty> CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit - the character does not loose a wound but this unit suffers a mortal wound.
That says to me that they should be taking the "hit" not the "damage" and that the new hit now deals a mortal wound which would wound automatically instead of it's normal strength/damage.
Pretty much everyone plays it the other way around for some reason. Even though it makes way less sense for a body guard to jump in front of a single big bullet and somehow get hurt worse by it while not stopping it entirely. Dumb as dirt mechanic.
It's stupid but it's a balance mechanic. I'd try and not complain too much about that.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/03/04 19:51:16
Subject: Save per damage opinions
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Norn Queen
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Slayer-Fan123 wrote: Lance845 wrote:I don't necessarily disagree with the FNPs. But I full on hate how people have been playing the body guards.
I don't particularly want to get into another 4 page argument over it again, but look at the text.
Lychguard, Guardian Protocols:
Roll a d6 each time a <Dynasty> CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit - the character does not loose a wound but this unit suffers a mortal wound.
That says to me that they should be taking the "hit" not the "damage" and that the new hit now deals a mortal wound which would wound automatically instead of it's normal strength/damage.
Pretty much everyone plays it the other way around for some reason. Even though it makes way less sense for a body guard to jump in front of a single big bullet and somehow get hurt worse by it while not stopping it entirely. Dumb as dirt mechanic.
It's stupid but it's a balance mechanic. I'd try and not complain too much about that.
I am not sure I see how it's more or less balanced either way.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2018/03/04 21:12:40
Subject: Re:Save per damage opinions
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Purposeful Hammerhead Pilot
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I think it's fine as it is.
Also your poll is rediculously biased...
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![[Post New]](/s/i/i.gif) 2018/03/05 10:02:56
Subject: Save per damage opinions
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Gore-Soaked Lunatic Witchhunter
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I'm against rolling a bunch more dice (and making damage resolution on multi-wound units that much more complicated) to no purpose, generally.
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![[Post New]](/s/i/i.gif) 2018/03/05 10:18:09
Subject: Save per damage opinions
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Grisly Ghost Ark Driver
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This would arguably make it less random as more rolls would make for a more predictable outcome.
You'd be looking at +- a couple of points of damage instead of +- a couple of D6s of damage. (For a D6 damage weapon)
I do however agree that the game probably shouldn't have more dice rolls.
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