Switch Theme:

D10 or D12 based system comparing values  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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 gb
Shas'la with Pulse Carbine





Watford, England

Hi all,

So for some time I've have the idea of making a variant of 40k based on a D10 or D12 system.
I'm torn on which to go with if I go D10 the max stat possible would be 9 (or 90%) because almost nothing is guaranteed to hit etc.
However I've been toying with the idea of making everything a comparable to each other I.e. to shoot you need to compare your BS with the target's evasion.
The method I've come up with for this is essentially 10-BS = to hit roll (i.e. BS5 would be a 5+ to hit) then you compare the values I.e BS5 vs evasion 4 difference of 1 then divide by 2 and round up adding this to you to hit.
In this example 5 vs 4 would have a to hit roll of 4+ (a roll of 0 always misses).
Whilst 8 vs 4 would be 1+ (2+ + (4-8=-4/2 = -2) = 1+).
Or 5 vs 8 would be (5+ + (8-5=3/2 = 2) thereby making it a 7+ to hit.

Do you think this is a good system (It would be the same for combat) or should I stick with a more traditional system?
I don't want to give too much advantage/disadvantage either way.

This message was edited 1 time. Last update was at 2017/04/24 21:16:15


 
   
Made in us
Raging Ravener





Before they announced 8th Edition my group was tinkering with a D10 system for 40k that was pretty similar to what you are suggesting. I think a "roll and compare" system is quicker and more intuitive than what we have now.

I think the system you're working on is more complicated than it needs to be. Just make the evasion stat high enough that there is no additional math beyond stat+D10=target number. An average model would have a BS of 4 and an evasion of 10, so average shooting needs a 6 on a D10. Apply the same standards to strength, toughness and armor.

   
Made in us
Fixture of Dakka





 Eddtheman wrote:
Before they announced 8th Edition my group was tinkering with a D10 system for 40k that was pretty similar to what you are suggesting. I think a "roll and compare" system is quicker and more intuitive than what we have now.

I think the system you're working on is more complicated than it needs to be. Just make the evasion stat high enough that there is no additional math beyond stat+D10=target number. An average model would have a BS of 4 and an evasion of 10, so average shooting needs a 6 on a D10. Apply the same standards to strength, toughness and armor.



So an average model would hit 40% of the time putting his effective ballistic skill somewhere between a guardsman and an ork? Not that there's necessarily a problem with that, but in a vacuum, that change would mean firearms become a lot less effective.

@Boniface:
A couple of thoughts:

* I'm not easily wrapping my head around the math involved, so you would definitely want to put together a chart people could reference under your system.

* The d10/d12 thing gets proposed pretty often around here, and there are a lot of issues with it that don't seem (to me) to get addressed most of the time. The first issue might be considered a minor one in an age of digital dice rollers, but the logistics of d10s and d12s can create some legitimate problems. It's more difficult to get a your hands on a ton of them at once, both financially and literally. They are arguably more difficult to read at a glance.

Looking past that, the "bang for your buck" tends to be pretty low when talking about changing dice sizes. You would basically have to rewrite every mechanic and every unit entry in the game to make them compatible with the new dice, which is no small feat. You could use shortcuts like simply multiplying stats by 1.5, but then you're not taking advantage of the granularity of stats. Which is a real consideration because granularity of statlines is really the only thing that switching to a d10 or d12 gives you in a vacuum. Currently, a marine hits about 67% of the time. In a d10 system, you could give him a BS of 6 or 7 to allow him to hit 60% or 70% of the time, meaning that for every 100 bolter shots you fire, you'll only make a difference of either 7 less hits or 3 more hits. So basically, you're talking about doing a ton of work, convincing your group to learn and use your new system, and the only real advantage to it is that you can fiddle with the average capabilities of a unit by a handful of percentage points.

So not to be a downer, but it might be a good idea to identify what exactly you're trying to accomplish with your changes and go from there. If your goal is to adjust the accuracy of marines by 3%-7%, go for it, but you might decide it's not worth the effort.

If you want to play around with die sizes, consider changes that let alter the way the dice work. For instance, resolving 1d6 rolls (like initiative tests or what have you) with 2d6 rolls instead means that your average roll will gravitate closer to the middle (7). As a result, you'd be less likely to get really high or really low rolls. Or you could replace model-by-model rolls with abstracted "squad rolls". For instance, shooting attacks might be resolved using a d100 (two d10s with one being the 10's digit) and adding modifiers based on the size of the squad, the strength of their weapons, etc. The advantage here is that it lets you guarantee a minimum amount of performance (a 30 boy squad of orks has no chance of missing entirely because you'd have flat modifiers on top of the initial roll), and it reduces the number of dice you would physically need to roll.

Stuff like that. What's your goal in using larger dice?


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 gb
Lethal Lhamean




Birmingham

 Boniface wrote:
Hi all,

So for some time I've have the idea of making a variant of 40k based on a D10 or D12 system.
I'm torn on which to go with if I go D10 the max stat possible would be 9 (or 90%) because almost nothing is guaranteed to hit etc.
However I've been toying with the idea of making everything a comparable to each other I.e. to shoot you need to compare your BS with the target's evasion.
The method I've come up with for this is essentially 10-BS = to hit roll (i.e. BS5 would be a 5+ to hit) then you compare the values I.e BS5 vs evasion 4 difference of 1 then divide by 2 and round up adding this to you to hit.
In this example 5 vs 4 would have a to hit roll of 4+ (a roll of 0 always misses).
Whilst 8 vs 4 would be 1+ (2+ + (4-8=-4/2 = -2) = 1+).
Or 5 vs 8 would be (5+ + (8-5=3/2 = 2) thereby making it a 7+ to hit.

Do you think this is a good system (It would be the same for combat) or should I stick with a more traditional system?
I don't want to give too much advantage/disadvantage either way.

That sounds like a terrible system. There is a lot of maths involved there, simple addition and subtraction is not a problem but when you start throwing in division and multiplication and mixing them up it becomes a lot more bothersome to sort out on the fly. I'm also not a fan of the opposed evasion stat, when firing a laser your either going to hit or miss and your target has no chance to dodge that, I much prefer a simple cover modifier like -1 to your to-hit rolls.

I've put some thought into making 40K a D12 system before as well for the increased granularity it offers, however the problem is one of practicality. 40K is simply played at too big of a scale to make mass use of dice other than D6's which are easy to find and to hold loads of in your hands, an important consideration given that there are dozens of units that can force you to throw 30+ dice at once, trying to do that with D12's will take a lot longer.
   
Made in gb
Shas'la with Pulse Carbine





Watford, England

@wyldhunt
What I'm trying to achieve is creation of a new tabletop/computer game and am using some 40k elements as a test bed to figure out what will or won't work.
The scale of the game is more like 2nd edition i.e. 10-20 guys and with a campaign based element, but at the moment I'm just throwing ideas around about how to implement a stat on stat based system.
I wasn't thinking their would be significant amounts of dice and d10s work nicely to scale up if I did take it into computer game based territory.

@imateria
I agree it is complicated. I wouldn't expect the math I suggested in a game, I'm just hashing out a good way of working out comparing values so that good stats are beneficial but lower stats still have some chance and do have some impact.
I must confess I'm not sure it really works for shooting, more combat.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Perhaps this should be moved to Game Design, then, if it's only a game based on 40k and not an actual 40k brew.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





 Boniface wrote:
@wyldhunt
What I'm trying to achieve is creation of a new tabletop/computer game and am using some 40k elements as a test bed to figure out what will or won't work.
The scale of the game is more like 2nd edition i.e. 10-20 guys and with a campaign based element, but at the moment I'm just throwing ideas around about how to implement a stat on stat based system.
I wasn't thinking their would be significant amounts of dice and d10s work nicely to scale up if I did take it into computer game based territory.


In that case, yeah. d10s and d12s work reasonably well if you're planning on rolling a small number of dice at a time. They allow for more granularity than a d6 which, in the context of a game with fewer models that presumably "zooms in" on the action a bit more, can allow you to represent a given character's abilities a bit better.

That said, you get an even better version of the same benefits using a d20. It allows for even more granularity, and the fact that each side of the die basically represents 5% times the number shown makes it easy to do math with. By the same merit, a d100 or even d1,000 works ever better for similar reasons if you dont' mind rolling awkwardly large dice.


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
Fresh-Faced New User




There is a generic D10 sci-fi war gaming system called No Limits that has been around for just over a decade now. The basic premise is that you can use whatever models you want from whatever game system you own, and each model's characteristics are based on each model's appearance. I haven't played it yet, but it looks like fun.

Check it out at https://nolimitswargames.wordpress.com/.
   
 
Forum Index » 40K Proposed Rules
Go to: