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Made in us
Longtime Dakkanaut





Just played a game of the old Void 1.1 tonight (Purple rulebook: Syntha vs VASA) and really enjoy using D10. It seems to open the game up more with various modifiers and so forth. I know some might see that bogging things down, but I just found it kind of refreshing.

There are lots of Void rules I wish would make it into 40k, like Tactical Awareness. In Void, a unit has to shoot a the closest unit in its LOS. But a sergeant and support trooper can have tactical awareness, so if the sergeant wanted the unit to shoot at a different unit, as long as it passes its command check, it can. If it fails, then they don't shoot at all. And the support trooper, if he passes his command check, then he can shoot at a different target than the rest of his unit, like a vehicle.

So imagine a Space Marine tactical squad with a sergeant and a missile launcher. Directly in front, is a Ork mob, but off to the right, is an Ork Deff Dread that is moving on an objective or something. The tact squad fires its bolters at the ork mob, while the missile launcher makes a leadership test, passes, and rips off a missile at the Deff Dread. I just think that would be total cool to do in 40k.


Automatically Appended Next Post:
Oh, and activating units back and forth to move, shoot, CC, etc is awesome.

This message was edited 1 time. Last update was at 2014/10/10 04:30:25


 
   
Made in ca
Confessor Of Sins





While that does sound neat, d10s will probably be a problem in WH40k due to the number of dice that are rolled. It's not uncommon to have to roll 20 or more dice at once. With that amount of dice, having pips instead of written numbers makes things a lot faster and reduces errors. And every d10 I've had uses numbers.

Also, the shape of a d6 makes them stack really nicely. : D
   
Made in nl
Loyal Necron Lychguard



Netherlands

When I assault with 10 Death Company, I am glad we use the D6 and not the D10.
It'd be too hard to read properly.
   
Made in ru
!!Goffik Rocker!!






It'd be hard to roll 100 + d10 dice on the charge with my orkses and distinguish 6 and 9. I guess, they'd need some custom dice for mass throwing. With 6 being clearly distinguishable from 9.

This message was edited 1 time. Last update was at 2014/10/10 05:56:37


 
   
Made in us
Devestating Grey Knight Dreadknight







It's simple just make the 6 face a different color than the 9. Guys come on you should of thought of that :(

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Made in ru
!!Goffik Rocker!!






Quickjager wrote:
It's simple just make the 6 face a different color than the 9. Guys come on you should of thought of that :(


That's what i'm talking about =) That's no big deal, really

However, you should do a lot of playtesting to ballance stuff out. It's not impossible, but it's time consuming...and won't probably bring any amazing results or fixes.
   
Made in se
Executing Exarch






Like someone said somewhere, using D6 in a game where the weakest units are Grots, and the strongest Titans, is a bit ridiculous. However, I can see the argument that reading numbers instead of pips would slow the game down a whole lot. Perhaps higher numbered dice are more suited to skirmish games.
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

you can underline the 6 and 9 thats easy enough. but when i already have 200 custom dice... the last thing i want to do is have to re order dice because they changed it.

and knowing GW it would be a D11 custom made by them TM etc etc and cost 5$ each

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Made in ru
!!Goffik Rocker!!






The main problem is that all the codexes are written with d6 in mind. And though, it might seem that ballance is weak, it'd be problematic to shape the game to feat d10 system with all the countless ammounts of stuff it currently has.

If you do want to try d10/d12/d20 - why not playtest it in killteam.
   
Made in au
Grizzled Space Wolves Great Wolf





I'm not really sure what would be best. I did like 2nd edition which had different dice for some things... though when it comes to rolling a giant hand full of dice, I tend to prefer D6. When I'm collecting the successes/failures on D6 I tend to not actually read them, it's more of a pattern recognition thing with the number of dots, for some reason rolling dice with printed numbers (which a D10 would be) it takes me longer to roll large numbers of dice.

But I'm not opposed to the idea, 40k could do with more incremental variations. At the moment all of human strength and toughness is represented by either a 3 or a 4... I feel like there should be room for a bit more variation than that.
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

KTG17 wrote:
There are lots of Void rules I wish would make it into 40k, like Tactical Awareness. In Void, a unit has to shoot a the closest unit in its LOS. But a sergeant and support trooper can have tactical awareness, so if the sergeant wanted the unit to shoot at a different unit, as long as it passes its command check, it can. If it fails, then they don't shoot at all. And the support trooper, if he passes his command check, then he can shoot at a different target than the rest of his unit, like a vehicle.

So imagine a Space Marine tactical squad with a sergeant and a missile launcher. Directly in front, is a Ork mob, but off to the right, is an Ork Deff Dread that is moving on an objective or something. The tact squad fires its bolters at the ork mob, while the missile launcher makes a leadership test, passes, and rips off a missile at the Deff Dread. I just think that would be total cool to do in 40k.


Way back in the mists of time, 2nd Ed did just such a thing. You had to fire at the nearest of four size categories and support weapons in the squad could always fire at a different category to the rest of the squad. The Dread would have been in the monstrous / walker category while the orks would have been man sized.

I lot of the weapon options and cliche configurations, not to mention half the sub par units that have never quite functioned properly in the editions since 3rd, make a lot more sense when such options are available.

However, they were looking to move into a faster to resolve, less skirmish styled game and that's still the aim it seems. I would be very interested in a return to proper skirmish rules myself...
   
Made in ru
!!Goffik Rocker!!






 Slaanesh-Devotee wrote:
I would be very interested in a return to proper skirmish rules myself...


Kill team
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

And mean many many dice are now basically void and null. Forcing every player of that version to buy dozens of new, ork players/ footguard would truely hate that.

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Made in au
Thinking of Joining a Davinite Loge






I'd much prefer 2D6. Averages make the game much more balanced.

My $0.02, which since 1992 has rounded to nothing. Take with salt.
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Made in us
Thane of Dol Guldur




Nope. Polyhedrals are for those weird role playing games that the drama kids play.

D6's are for cool kids.

Seriously though, and I know this isn't rational, but with d10s, I always feel like I'm just playing out a percentage, which to me is boring.n Since d6s don't translate directly to whole numbers in terms of percentages, I don't think of it as a percentage game, but as a dice game.
   
Made in us
Boom! Leman Russ Commander






I would support it 100 percent.
A gaming group of mine are working on a similer ruleset and are using a d10 system. It is great.
Not only dos it make it less hit or miss, the models have become less bland with more shades of abilities. A model with a WS of 7 for example is not as super more powerfull than a model one point less the way it is in current 40k.

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Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

Seriously though, and I know this isn't rational, but with d10s, I always feel like I'm just playing out a percentage, which to me is boring.n Since d6s don't translate directly to whole numbers in terms of percentages, I don't think of it as a percentage game, but as a dice game.


It's still a percentage game. Each point on a d6 is an expression of 13%.

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
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Shas'o Commanding the Hunter Kadre





Richmond, VA

If you wanna use a d10 for 40k, then play any of the 5 40k RPG games. They use d10s

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Made in dk
Infiltrating Prowler






I don't think the d6 is the problem, as much as I think the problem lies within the fact that GW have little to variety in stats, and 90% (lazy estimate) of them are between 3-4 and rarely 5.
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

 Psienesis wrote:
Seriously though, and I know this isn't rational, but with d10s, I always feel like I'm just playing out a percentage, which to me is boring.n Since d6s don't translate directly to whole numbers in terms of percentages, I don't think of it as a percentage game, but as a dice game.


It's still a percentage game. Each point on a d6 is an expression of 13%.


Yep. This is where Mathhammer comes from.

Ex: A lascannon fired by a marine at a Land Raider has a 66% chance to hit, a 16% chance to penetrate and a 16% to explode it. The odds of one shotting a land raider is therefore 1.7%.

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Made in us
Regular Dakkanaut





 Psienesis wrote:
Each point on a d6 is an expression of 13%.

Or, if you are good at math, 16%.
   
Made in au
Thinking of Joining a Davinite Loge






 BaconSlayer wrote:
 Psienesis wrote:
Each point on a d6 is an expression of 13%.

Or, if you are good at math, 16%.


16.6666% recurring if you want to be really picky.

This message was edited 1 time. Last update was at 2014/10/11 17:30:04


My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

I'd like to see d10 40k.

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