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Made in us
Focused Fire Warrior




NY

I don't expect this to be well recieved as rerolls are pretty common already but I realized there is a mechanic that would fit the game well and isn't used. Forcing opponents to reroll successes. If you want too math hammer some scenarios and figure out how strong it is that would be much appreciated, I'll try to later.

Some thought experiments/ examples.

Changing daemon save from 5++, to reroll successful wound rolls of 5 against this unit.

Changing the airborne -1hit abilities, to reroll successful hit rolls of 5 against this unit.

Of course each die can only be rerolled once, before modifiers aand at the same time as rerolling fails. I think the upside is it can alleviate the abundance of modifiers and invulnerable saves.
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






It's a nice suggestion, but if it were implemented, it would mean nearly all rolls in the game would/could be re-rolled one way or another. At that point is it worth even throwing dice at all?

I'd generally prefer to see more modifiers to rolls as opposed to more re-rolls, though you'd be limited in the modifiers available, a plus one to hit aura for ranged weapons would be only once per battle on a space marine captain for example, a +3 inch movement that doesn't count as an advance, but only once per battle etc etc...

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Made in ca
Junior Officer with Laspistol





London, Ontario

I believe the choice of rerolling 5’s is to avoid interactions with effects on a 6? If so, well considered.

I would add a caveat that only successful 5’s are rerolled, as otherwise it makes lasguns more effective against T6+.

While I’m not strictly opposed, rerolls of all forms slow the game down. This is just a different type of modifier. Admittedly, it penalizes low-odds rolls more than high-odds rolls, so would help fluffy-tough unit’s like terminators be more resistant to small arms fire while having less impact on Plasmaguns and the like. Which is good, mechanically speaking, in many scenarios.
   
Made in us
Focused Fire Warrior




NY

I did specify on successful 5s for that reason, though this kinnd of ability could backfire by turning a five to a special six.

I would also suggest 6s be for primarchs etc only and retain any special abilities that go off on a 6

For t4 units the are so few s2 high volume attacks for reroll 5s to wound to be a problem from what I can tell. Higher t units get a bit more tricky.
   
Made in us
Fixture of Dakka





Yriel has a detrimental version of this. He has to reroll his own saving throws of 6.

I think it's very intentional that most debuffs end up being flat plusses and minuses. This thread has already touched on some of the wonky interactions that rerolling can cause. Plus, you'd have to spell out how beneficial and detrimental rerolls would impact each other. How would we resolve my attacks against your "reroll to wound rolls of 5" daemons if I've also cast Doom on them? Does it balance out and just make 5s non-rerollable? Do we resolve your debuff and then my buff or vice versa?

Making most things flat plusses and minuses makes it easy to have several buffs/debuffs interact. I'm hard to hit and camouflaged and psychically concealed, so there are three -1 effects in play on my Alaitoc flyer, but you've got a +1 to hitting flying targets and another +1 from a stratagem, but a -1 because you moved with a heavy weapon. It's just a series of + and - 1.


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.
 
   
Made in us
Fixture of Dakka





I miss 6e Misfortune.
   
 
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