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Made in gb
Screaming Shining Spear





Do you that making all rerolls work like chapter masters, ie ignoring modifiers, make the game better and more balanced?

 
   
Made in us
Deathwing Terminator with Assault Cannon






[Ignore Mechanic X] mechanic is arguably much worse than [Improve Chance] mechanic.

There's nothing wrong with reroll (unless your entire army has it for all phases, thereby unnecessarilly lengthening the game). There's something wrong with stackable modifiers.

This message was edited 1 time. Last update was at 2019/11/13 14:00:14


 
   
Made in gb
[DCM]
Procrastinator extraordinaire





London, UK

As an Eldar player, the minuses aren't nearly as impactful as they used to be which can be seen as a good thing overall but the prevalence of these rerolls now rather than being reserved to the more specialist characters (Cawl for instance) has made the game even more killy in shooting and that is ultimately bad for the game in a game where games already end turn 3sh.

   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Tyranid Horde wrote:
As an Eldar player, the minuses aren't nearly as impactful as they used to be which can be seen as a good thing overall but the prevalence of these rerolls now rather than being reserved to the more specialist characters (Cawl for instance) has made the game even more killy in shooting and that is ultimately bad for the game in a game where games already end turn 3sh.


Agreed, the games are over too quickly on average. Chapter master rerolls also slow down the game to a crawl. playing against aggressors that reroll all hits + wound rolls of 1 in their shooting, then in the overwatch and then in the fight phase (assuming my chargers lived) makes the games unbearable. I thought orks took forever to shoot/fight but at least they dont get easy access to rerolls.

   
Made in us
Decrepit Dakkanaut





 VladimirHerzog wrote:
 Tyranid Horde wrote:
As an Eldar player, the minuses aren't nearly as impactful as they used to be which can be seen as a good thing overall but the prevalence of these rerolls now rather than being reserved to the more specialist characters (Cawl for instance) has made the game even more killy in shooting and that is ultimately bad for the game in a game where games already end turn 3sh.


Agreed, the games are over too quickly on average. Chapter master rerolls also slow down the game to a crawl. playing against aggressors that reroll all hits + wound rolls of 1 in their shooting, then in the overwatch and then in the fight phase (assuming my chargers lived) makes the games unbearable. I thought orks took forever to shoot/fight but at least they dont get easy access to rerolls.



You fell victim to one of the most classic blunders. The most famous is don't get involved in a land war in Asia, but only slightly less well know is this: just pick up your models if you ever decide to charge aggressors without overwatch block.
   
Made in ca
Wicked Wych With a Whip




The bubbles and there rerolls really slow the game down.
   
Made in us
Shadowy Grot Kommittee Memba






Yeah, having gotten the chance to play a few different game systems over the last few days, rerolls are now my absolute least favorite thing in the universe. Skew the odds weirdly, take freaking forever to resolve, and make everything hyper-deadly.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Longtime Dakkanaut




Got to echo the consensus here: re-rolls slow everything down and are generally just a feel-bad mechanic for the players on the receiving end too. It's even worse when an army has access to re-rolls to hit and to wound.

Over the years GW games have gradually removed randomness and unknowns. We've had pre-measuring introduced, then 8th edition introduced selectable psychic powers and WL traits and removed Deep Strike scatter. The final piece of the puzzle is that now, in some armies, the actual dice rolls aren't that important because you know before you make them what the results will be thanks to various to-hit buffs and re-rolls. I think it's gone too far.
   
Made in gb
[DCM]
Procrastinator extraordinaire





London, UK

Slipspace wrote:
Got to echo the consensus here: re-rolls slow everything down and are generally just a feel-bad mechanic for the players on the receiving end too. It's even worse when an army has access to re-rolls to hit and to wound.

Over the years GW games have gradually removed randomness and unknowns. We've had pre-measuring introduced, then 8th edition introduced selectable psychic powers and WL traits and removed Deep Strike scatter. The final piece of the puzzle is that now, in some armies, the actual dice rolls aren't that important because you know before you make them what the results will be thanks to various to-hit buffs and re-rolls. I think it's gone too far.


IIRC Psychic powers weren't random in 5th edition, the transition to 6th was a nightmare with random powers. Removing that kind of randomness was a good thing for the game.

   
Made in us
Morphing Obliterator





Re-rolls slow everything down, agreed.

Sadly, when you have a game that runs on a d6 variable range, re-rolls is one of the primary methodologies available to create more varied results.

Outside of changing the dice used for the game to something with a wider range (this is extremely unlikely) I think re-rolls is just something that we're stuck with.

"In relating the circumstances which have led to my confinement in this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative."  
   
Made in us
Decrepit Dakkanaut





 TwinPoleTheory wrote:
Re-rolls slow everything down, agreed.

Sadly, when you have a game that runs on a d6 variable range, re-rolls is one of the primary methodologies available to create more varied results.

Outside of changing the dice used for the game to something with a wider range (this is extremely unlikely) I think re-rolls is just something that we're stuck with.


This. I don't see a way out of this short term. People would be calling the game 'randumb' like they used to.

I personally don't have an issue with rerolls, because the other guy is on the clock for his huge pile of dice. I'll still be nice and pick up my models if there is no chance I survive though.
   
Made in gb
Norn Queen






Move to D12's fully and make re-rolls just give +1 to hit.
   
Made in gb
Screaming Shining Spear





I was thinking more along the lines of balance really, but other valid concerns have been raised.
Marine shooting with chapter masters is out of whack with pretty much everything else in the game in terms of accuracy except maybe custodes but they don't rely on shooting as much.
I was thinking that if all the other factions got the same rules for rerolls it might help balance things a bit better but I don't think anything other than reroll ones is very common? Guide and linked fire stratagem spring to mind for craftworlds but not much else.
Maybe if the chapter master style rerolls became an ignore all modifiers aura similar to dark reapers always hitting on 3's. This would greatly reduce the number of dice rolls though I'd still keep the reroll 1's in effect for lesser aura's.

 
   
Made in us
Longtime Dakkanaut




Annandale, VA

TwinPoleTheory wrote:Re-rolls slow everything down, agreed.

Sadly, when you have a game that runs on a d6 variable range, re-rolls is one of the primary methodologies available to create more varied results.

Outside of changing the dice used for the game to something with a wider range (this is extremely unlikely) I think re-rolls is just something that we're stuck with.


Daedalus81 wrote:This. I don't see a way out of this short term. People would be calling the game 'randumb' like they used to.

I personally don't have an issue with rerolls, because the other guy is on the clock for his huge pile of dice. I'll still be nice and pick up my models if there is no chance I survive though.


Re-rolling 1s confers a straight 17% increase, which honestly doesn't seem significant enough to keep as a mechanic in spite of the additional time it consumes.

Meanwhile full rerolls are statistically close enough to just getting +1 on the roll that it wouldn't be hard to switch over.

6+ with reroll has a 30% chance of success, 5+ has 33%.
5+ with reroll has a 56% chance of success, 4+ has 50%.
4+ with reroll has a 75% chance of success, 3+ has 67%.
3+ with reroll has a 89% chance of success, 2+ has 83%.
2+ with reroll has a 97% chance of success, might as well make it an auto-success if you can stack all the way to 1+.

I'd be fine with GW just stripping out re-rolls and having some (not many) units convey +1s in certain situations.

   
Made in us
Dakka Veteran





Slipspace wrote:
Got to echo the consensus here: re-rolls slow everything down and are generally just a feel-bad mechanic for the players on the receiving end too. It's even worse when an army has access to re-rolls to hit and to wound.

Over the years GW games have gradually removed randomness and unknowns. We've had pre-measuring introduced, then 8th edition introduced selectable psychic powers and WL traits and removed Deep Strike scatter. The final piece of the puzzle is that now, in some armies, the actual dice rolls aren't that important because you know before you make them what the results will be thanks to various to-hit buffs and re-rolls. I think it's gone too far.


It’s off the rails, in a ditch, and on fire.

This message was edited 1 time. Last update was at 2019/11/17 00:55:16


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

With regard to possible reworks, I don't think rerolls are the core issue.

IMO the core issue is auras. Because they usually mean that most of your army is getting those rerolls. It's a quantity issue, basically.

Furthermore, since most auras just give everything inside them a flat buff, you're just encouraged to spam the best units.


I think aura abilities should be reworked to be more like MWBD - i.e. buffing only one unit at a time, but with a slightly more substantial bonus (which would, I think, also make them feel less time-wasty).

Furthermore, at least in armies like SMs with plethoras of variant HQs, I'd suggest that HQs should be able to buff troops and a limited selection of units (based on the nature of the HQ in question). So, for example, a Terminator HQ might only be able to buff troops and Terminator units. A Biker HQ can only buff Bike units etc.

Might need a bit of tweaking but I think something like this would be a significant improvement over the current aura system.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Fixture of Dakka





 vipoid wrote:
With regard to possible reworks, I don't think rerolls are the core issue.

IMO the core issue is auras. Because they usually mean that most of your army is getting those rerolls. It's a quantity issue, basically.

Furthermore, since most auras just give everything inside them a flat buff, you're just encouraged to spam the best units.


I think aura abilities should be reworked to be more like MWBD - i.e. buffing only one unit at a time, but with a slightly more substantial bonus (which would, I think, also make them feel less time-wasty).

Furthermore, at least in armies like SMs with plethoras of variant HQs, I'd suggest that HQs should be able to buff troops and a limited selection of units (based on the nature of the HQ in question). So, for example, a Terminator HQ might only be able to buff troops and Terminator units. A Biker HQ can only buff Bike units etc.

Might need a bit of tweaking but I think something like this would be a significant improvement over the current aura system.


I agree with most of that. Some characters probably make more sense buffing certain non-troops than certain troops, but having HQs "pair" with certain units seems like an interesting way to go. And I'm definitely in favor of turning most reroll auras into some sort of MWBD type rule. A lot of stratagems could probably become MWBD type rules.


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 dk
Loyal Necron Lychguard






 vipoid wrote:
With regard to possible reworks, I don't think rerolls are the core issue.

IMO the core issue is auras. Because they usually mean that most of your army is getting those rerolls. It's a quantity issue, basically.

Furthermore, since most auras just give everything inside them a flat buff, you're just encouraged to spam the best units.


I think aura abilities should be reworked to be more like MWBD - i.e. buffing only one unit at a time, but with a slightly more substantial bonus (which would, I think, also make them feel less time-wasty).

Furthermore, at least in armies like SMs with plethoras of variant HQs, I'd suggest that HQs should be able to buff troops and a limited selection of units (based on the nature of the HQ in question). So, for example, a Terminator HQ might only be able to buff troops and Terminator units. A Biker HQ can only buff Bike units etc.

Might need a bit of tweaking but I think something like this would be a significant improvement over the current aura system.

Spamming Captains to get buff coverage is not good for the thematic part of the game. Auras also don't create the issue you think it creates, single target buffs means the most expensive units benefit more in terms of raw damage output than Tac Squads, but with Aura abilities you can just stick 2-6 Tac Squads inside an aura and they all benefit as much as that one Repulsor Executioner/FW Dreadnought.

7/6 might not seem like much but 7/6*7/6 is more than the sum of its parts and provides a real benefit. A dice-rolling app might be necessary for some armies in tournament contexts, but the interactions between multiple damage, FNP and multi-wound multi-model units is a bigger consumer of time.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 vict0988 wrote:

Spamming Captains to get buff coverage is not good for the thematic part of the game.


Nor are Knights, Fliers or Primarchs outside of Apocalypse but here we are.


 vict0988 wrote:
Auras also don't create the issue you think it creates, single target buffs means the most expensive units benefit more in terms of raw damage output than Tac Squads, but with Aura abilities you can just stick 2-6 Tac Squads inside an aura and they all benefit as much as that one Repulsor Executioner/FW Dreadnought.


In theory, yes. In practise, no. Because no one wants to spend points on Tac squads in the first place.

I agree that only bugging the best unit could be a problem, though that was part of the reason for limiting the number of units it can affect (so that you're not choosing between buffing a tactical squad and buffing a Leviathan Dreadnought).


 vict0988 wrote:

7/6 might not seem like much but 7/6*7/6 is more than the sum of its parts and provides a real benefit. A dice-rolling app might be necessary for some armies in tournament contexts, but the interactions between multiple damage, FNP and multi-wound multi-model units is a bigger consumer of time.


I don't disagree that it's useful. The issue is that rerolling 1s for near enough every unit in an army is incredibly time-consuming.

It's also not exactly dripping with strategic depth.


To be honest, even my proposed idea is far from an ideal solution. What I'd prefer would probably be to rework the CP/Stratagem mechanic entirely and make generating CPs and unlocking Stratagems the main function of non-Psyker HQs, rather than CPs being based on detachment choices.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
 
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