Switch Theme:

Save per damage opinions  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Poll
Are you in favor of rolling save per damage dealt?
Yes, it might help game longevity and swingyness. 0% [ 0 ]
Yes IF random damage rolls are made less common. 0% [ 0 ]
Yes IF invulnerable saves are vs wounds and toned down. 0% [ 0 ]
B&C 0% [ 0 ]
Undecided 0% [ 0 ]
No, too many dice. 65% [ 11 ]
No, I like stopping 6dmg with one lucky save. 29% [ 5 ]
No, I don't like change. 6% [ 1 ]
No, I can't think of a way to convert FnP into something useful. 0% [ 0 ]
Total Votes : 17
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Focused Fire Warrior




NY

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.
   
Made in us
Decrepit Dakkanaut




No. There's already enough randomness as is with dice rolling.

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.
 
   
Made in us
Norn Queen






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.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Focused Fire Warrior




NY

 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.
   
Made in gb
Regular Dakkanaut




 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....
   
Made in us
Decrepit Dakkanaut




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.

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.
 
   
Made in us
Fixture of Dakka





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).


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
Longtime Dakkanaut




Central California

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


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. 
   
Made in us
Norn Queen






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.

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.
 
   
Made in us
Decrepit Dakkanaut




 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.

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.
 
   
Made in us
Norn Queen






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.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Purposeful Hammerhead Pilot





I think it's fine as it is.

Also your poll is rediculously biased...
   
Made in us
Gore-Soaked Lunatic Witchhunter







I'm against rolling a bunch more dice (and making damage resolution on multi-wound units that much more complicated) to no purpose, generally.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in no
Grisly Ghost Ark Driver





Slayer-Fan123 wrote:
No. There's already enough randomness as is with dice rolling.


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.
   
 
Forum Index » 40K Proposed Rules
Go to: