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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ I've had this thought bouncing around for awhile after frustrations with <span class="glossaryitem" onmouseover='gp(3);'>40k</span> 's <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system.<br /> <br /> Basically your model has 5 stats: (maybe more)<br /> <br /> Strength - Modifies how much damage the model does in melee. <br /> Dexterity - Modifies how much damage the model does with Ranged weapons.<br /> Intellect -  Modifies how much damage the model does with spells. <br /> Armor Class - How high you have to roll to do damage to the model.<br /> Hit Points - How much damage the model can take before it dies.<br /> <br /> Every weapon has 3 stats:<br /> <br /> Range - How far the model can fire the weapon.<br /> Strength - How much damage the weapon does.<br /> Armor Penatration - Modifies the defenders Armor Class.<br /> <br /> So basically, every attack hit, then you roll a die to see if the attack penatrated the target armor / natural hide, then you roll a die to see how much damage you do. <br /> <br /> Any questions or comments I'd be happy to answer. I'd like to know if this has a chance for community backing.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 06:46:01]]> GMT</pubDate>
				<author><![CDATA[ broodstar]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ <blockquote><div><cite>broodstar wrote:</cite>I've had this thought bouncing around for awhile after frustrations with <span class="glossaryitem" onmouseover='gp(3);'>40k</span> 's <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system.<br /> <br /> Basically your model has 5 stats: (maybe more)<br /> <br /> Strength - Modifies how much damage the model does in melee. <br /> Dexterity - Modifies how much damage the model does with Ranged weapons.<br /> Intellect -  Modifies how much damage the model does with spells. <br /> Armor Class - How high you have to roll to do damage to the model.<br /> Hit Points - How much damage the model can take before it dies.<br /> <br /> Every weapon has 3 stats:<br /> <br /> Range - How far the model can fire the weapon.<br /> Strength - How much damage the weapon does.<br /> Armor Penatration - Modifies the defenders Armor Class.<br /> <br /> So basically, every attack hit, then you roll a die to see if the attack penatrated the target armor / natural hide, then you roll a die to see how much damage you do. <br /> <br /> Any questions or comments I'd be happy to answer. I'd like to know if this has a chance for community backing.</div></blockquote><br /> <br /> Sounds like the old Star Wars Miniatures game/Dungeons and Dragons miniature skirmish game that WotC had going for a while, mixed with a little bit of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Could use some work but I'd be interested in seeing what's going on. Always glad to see another fresh faced designer enter the fray!]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 06:49:22]]> GMT</pubDate>
				<author><![CDATA[ Quintinus]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ <blockquote><div><cite>Vladsimpaler wrote:</cite><br /> Sounds like the old Star Wars Miniatures game/Dungeons and Dragons miniature skirmish game that WotC had going for a while, mixed with a little bit of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Could use some work but I'd be interested in seeing what's going on. Always glad to see another fresh faced designer enter the fray!</div></blockquote><br /> <br /> Yeah, the D&D PandP <span class="glossaryitem" onmouseover='gp(345);'>RPG</span> uses the <span class="glossaryitem" onmouseover='gp(341);'>d20</span> system. I like the idea that a weapon could modify your defense but couldn't remove it completely. I hate the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> "because I have an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-5 weapon and you're armour 6+ there is nothing you can do about it"]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 06:57:24]]> GMT</pubDate>
				<author><![CDATA[ broodstar]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ <blockquote><div><cite>broodstar wrote:</cite><blockquote><div><cite>Vladsimpaler wrote:</cite><br /> Sounds like the old Star Wars Miniatures game/Dungeons and Dragons miniature skirmish game that WotC had going for a while, mixed with a little bit of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Could use some work but I'd be interested in seeing what's going on. Always glad to see another fresh faced designer enter the fray!</div></blockquote><br /> <br /> Yeah, the D&D PandP <span class="glossaryitem" onmouseover='gp(345);'>RPG</span> uses the <span class="glossaryitem" onmouseover='gp(341);'>d20</span> system. I like the idea that a weapon could modify your defense but couldn't remove it completely. I hate the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> "because I have an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-5 weapon and you're armour 6+ there is nothing you can do about it"</div></blockquote><br /> <br /> Haha fair enough! Yeah in a system I made (I don't want to link it because I'm in the process of trying to get it all together and I may want to copyright some parts) I have it kind of the opposite. Like as much as never removing defenses made sense, I always thought it was weird that a lascannon would sometimes fail to kill a grot. So there are some weapons that are so powerful that they just instantly remove models because they're so strong. <br /> <br /> But hey, if there's a will there's a way. And where there is nothing, you need make the inspiration. Good luck man.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 07:18:46]]> GMT</pubDate>
				<author><![CDATA[ Quintinus]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ That's basically how Brushfire works, just based off <span class="glossaryitem" onmouseover='gp(342);'>D10s</span> rather then <span class="glossaryitem" onmouseover='gp(341);'>D20s</span>.<br /> <br /> Might - Melee<br /> Grace - Range<br /> Vitality - <span class="glossaryitem" onmouseover='gp(661);'>HP</span><br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> - Dodge/Armor Save<br /> <span class="glossaryitem" onmouseover='gp(252);'>KE</span> - Initiative / Tactical Abilities<br /> <span class="glossaryitem" onmouseover='gp(746);'>CM</span> - Fear Resistance / Heroic Abilities<br /> <br /> Models can then take Armor which gives them a flat damage reduction, and weapons will have a flat damage amount and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> Amount that reduces Armor.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 07:22:20]]> GMT</pubDate>
				<author><![CDATA[ Cyporiean]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ <blockquote><div><cite>Vladsimpaler wrote:</cite><br /> Haha fair enough! Yeah in a system I made (I don't want to link it because I'm in the process of trying to get it all together and I may want to copyright some parts) I have it kind of the opposite. Like as much as never removing defenses made sense, I always thought it was weird that a lascannon would sometimes fail to kill a grot. So there are some weapons that are so powerful that they just instantly remove models because they're so strong. <br /> <br /> But hey, if there's a will there's a way. And where there is nothing, you need make the inspiration. Good luck man.</div></blockquote><br /> <br /> That was another thing I had problems with. You mean to tell me that with this gigantic cannon the guy I shot didn't only survived, but no damage was done to him.<br /> <br /> Another one was, I'm a highly train Marine Corps Sniper  with a scope, and if I roll a 2 or less we basically say "He can't shoot for gak". I don't know the average accuracy rate for a real Sniper, but I'm betting it's pretty damn high! If there is a real Sniper reading this could you please give me an estmate of your hits ratio? I'm going to guess that you don't miss 33% of the time.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 07:42:50]]> GMT</pubDate>
				<author><![CDATA[ broodstar]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ It's also basically how Infinity works.<br /> <br /> Strength = <span class="glossaryitem" onmouseover='gp(19);'>CC</span><br /> Dexterity = <span class="glossaryitem" onmouseover='gp(14);'>BS</span><br /> Intellect = <span class="glossaryitem" onmouseover='gp(148);'>WIP</span><br /> Armor Class = <span class="glossaryitem" onmouseover='gp(399);'>ARM</span><br /> Hit Points = W<br /> <br /> There are also additional stats PH (physique) for climb/jump checks and <span class="glossaryitem" onmouseover='gp(15);'>BTS</span> (biotechnological shield) which is essentially a fortitude save.<br /> <br /> ---<br /> <br /> As for weapons:<br /> <br /> Range = Infinity weapons have 4 range intervals<br /> Strength = Damage<br /> Armor Penetration = Part of the special ammuntion<br /> <br /> There are also additional stats for Burst (number of shots per action), susceptibility to EMP damage, ability to use in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, and area of effect.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 07:43:51]]> GMT</pubDate>
				<author><![CDATA[ Absolutionis]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ <blockquote><div><cite>Absolutionis wrote:</cite>It's also basically how Infinity works.</div></blockquote><br /> <br /> You know, I haven't looked at Infinity, I may have too.<br /> <br /> I don't like Warmachine for the simple fact that OMG there is an aweful lot to keep track of.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 07:53:06]]> GMT</pubDate>
				<author><![CDATA[ broodstar]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ <blockquote><div><cite>broodstar wrote:</cite><blockquote><div><cite>Vladsimpaler wrote:</cite><br /> Haha fair enough! Yeah in a system I made (I don't want to link it because I'm in the process of trying to get it all together and I may want to copyright some parts) I have it kind of the opposite. Like as much as never removing defenses made sense, I always thought it was weird that a lascannon would sometimes fail to kill a grot. So there are some weapons that are so powerful that they just instantly remove models because they're so strong. <br /> <br /> But hey, if there's a will there's a way. And where there is nothing, you need make the inspiration. Good luck man.</div></blockquote><br /> <br /> That was another thing I had problems with. You mean to tell me that with this gigantic cannon the guy I shot didn't only survived, but no damage was done to him.<br /> <br /> Another one was, I'm a highly train Marine Corps Sniper  with a scope, and if I roll a 2 or less we basically say "He can't shoot for gak". I don't know the average accuracy rate for a real Sniper, but I'm betting it's pretty damn high! If there is a real Sniper reading this could you please give me an estmate of your hits ratio? I'm going to guess that you don't miss 33% of the time.</div></blockquote><br /> <br /> As much as we might imagine it no to be the case even good snipers are not necessarily one shot one kill as a <span class="glossaryitem" onmouseover='gp(460);'>FPS</span> might have us believe. This is particularly true at long and extreme ranges or why else have a spotter - if not to spot where rounds land (as well as direct fire).<br /> <br /> I actually though the introduction of the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system stream lined that part of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> nicely and along with cover rules established (and us the term advisedly) a little more realism to the system in a way that Save modifiers never could.<br /> <br /> Battle games based upon the <span class="glossaryitem" onmouseover='gp(341);'>d20</span> system have been about for some time and while I can see the attraction to d&ders the system didn't lend itself to large battles.  I mean imagine having to roll 60d20 for a unit of orks on <span class="glossaryitem" onmouseover='gp(224);'>th</span> charge, you'd be chasing dice off the table all day. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Don't get me wrong their merit in trying to do a new system but I think you will need to put your own stamp on it.  I would also suggest hunting down a copy of Advanced Heroquest,  that was similar and used <span class="glossaryitem" onmouseover='gp(342);'>d10</span>/<span class="glossaryitem" onmouseover='gp(343);'>d12</span>; but you might find some ideas there too.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 08:22:07]]> GMT</pubDate>
				<author><![CDATA[ notprop]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ <blockquote><div><cite>notprop wrote:</cite><br /> As much as we might imagine it no to be the case even good snipers are not necessarily one shot one kill as a <span class="glossaryitem" onmouseover='gp(460);'>FPS</span> might have us believe. This is particularly true at long and extreme ranges or why else have a spotter - if not to spot where rounds land (as well as direct fire).</div></blockquote><br /> <br /> It maybe a bit of propagana but the military shows I watch show them to be vary accurate, and alot of the time the spotter is like you said directing fire or doing math. I'm not saying they cold bore it every single time but I'm sure they don't miss that often. Of course, the only way to get a real answer is to talk to the real thing.]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 08:59:44]]> GMT</pubDate>
				<author><![CDATA[ broodstar]]></author>
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				<title>Proposed mini wargame using the d20 system</title>
				<description><![CDATA[ <blockquote><div><cite>Absolutionis wrote:</cite>It's also basically how Infinity works.<br /> <br /> Strength = <span class="glossaryitem" onmouseover='gp(19);'>CC</span><br /> Dexterity = <span class="glossaryitem" onmouseover='gp(14);'>BS</span><br /> Intellect = <span class="glossaryitem" onmouseover='gp(148);'>WIP</span><br /> Armor Class = <span class="glossaryitem" onmouseover='gp(399);'>ARM</span><br /> Hit Points = W<br /> <br /> There are also additional stats PH (physique) for climb/jump checks and <span class="glossaryitem" onmouseover='gp(15);'>BTS</span> (biotechnological shield) which is essentially a fortitude save.<br /> <br /> ---<br /> <br /> As for weapons:<br /> <br /> Range = Infinity weapons have 4 range intervals<br /> Strength = Damage<br /> Armor Penetration = Part of the special ammuntion<br /> <br /> There are also additional stats for Burst (number of shots per action), susceptibility to EMP damage, ability to use in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, and area of effect.</div></blockquote><br /> <br /> Was going to write the same thing. <br /> <br /> Plus, the new book comes out in 2 months. Then we will have 16 missions, and a campaign that links 14 of the mission.  ]]></description>
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				<pubDate><![CDATA[Thu, 16 Aug 2012 18:11:01]]> GMT</pubDate>
				<author><![CDATA[ Noir]]></author>
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