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				<title>A diceless 40k game?</title>
				<description><![CDATA[ Hear me out - I'm just curious about this.  I have a feeling the title alone might make some die hards balk.<br /> <br /> I haven't played <span class="glossaryitem" onmouseover='gp(497);'>TT</span> in a long while, but I was just wondering about the idea for a diceless <span class="glossaryitem" onmouseover='gp(3);'>40k</span> game.  I'm sure there are a great deal of ways you could actually cut this, but right now I was thinking about doing all your rolls by way of your rolls' expected 'probabilities'.  This would draw upon your armies' stats as well as your enemies'.  It's also worth mentioning that smartphone apps would be amazing for this.  For instance, say you have a squad of 10 guardsmen all with lasguns, and want to hit something that would require a 4+ to be hit (standard).  Why not just say that if chances are you'll kill 2 enemies, why not just kill two enemies instead of having that range from the crazy 0 to 10?  I know there's fun in that, but it seems that normally you would want something somewhat more predictable/have positioning matter more/be more tactical, etc.<br /> <br /> I've found some links about some folks that have had similar ideas (not on dakkadakka, for some reason):<br /> <br /> <a href="http://forums.tauonline.org/house-rules/69962-game-variant-diceless-40k.html" target="_blank" rel="nofollow">http://forums.tauonline.org/house-rules/69962-game-variant-diceless-<span class="glossaryitem" onmouseover='gp(3);'>40k</span>.html</a><br /> <br /> <a href="http://www.ageofstrife.com/40k-rules-development/diceless-40k-t4237.html" target="_blank" rel="nofollow">http://www.ageofstrife.com/<span class="glossaryitem" onmouseover='gp(3);'>40k</span>-rules-development/diceless-<span class="glossaryitem" onmouseover='gp(3);'>40k</span>-t4237.html</a><br /> <br /> <a href="http://www.hermite.org/wp-content/uploads/2010/02/diceless.pdf" target="_blank" rel="nofollow">http://www.hermite.org/wp-content/uploads/2010/02/diceless.pdf</a><br /> <br /> Does anyone have experience with this, or thoughts on it?  I'm just curious to pick the minds of the dakkadakka community on the subject <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 03:26:47]]> GMT</pubDate>
				<author><![CDATA[ Netsurfer733]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ I'm sure if you found enough like-minded people you could do something like this.  That's true for just about anything.<br /> <br /> However, for me, it takes all of the randomness out of the game. <br /> <br /> Yes it's crazy that a high <span class="glossaryitem" onmouseover='gp(14);'>BS</span> unit can miss every single shot that they fire in a round, but maybe the particular opposing enemy unit had an absurd amount of luck or happened to find the perfect piece of cover that blocked every shot.<br /> <br /> Also consider that a low <span class="glossaryitem" onmouseover='gp(14);'>BS</span> unit can have a streak of luck.  Or maybe, that low <span class="glossaryitem" onmouseover='gp(14);'>BS</span> unit has a lot of momentum and a morale boost from other nearby fights that his fellows are winning.  Momentum and morale are very real things.<br /> <br /> At the end of the day, stats are stats.  If we based everything solely off of statistics, no underdog would ever win the Superbowl or the Stanley Cup.  Everything would go as expected and life would be boring.<br /> <br /> That being said, I do despise the days when my rolls aren't there.]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 03:36:37]]> GMT</pubDate>
				<author><![CDATA[ Lord Arturius]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ Take <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and remove any tension and drama, and that's what you get with this.<br /> <br /> I don't like it.]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 04:03:20]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ I agree, this makes the game a simulator for maths than anything else really. If I wanted that, I'd just type boobs into a calculator a bunch of times, it would be about as fun.]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 04:10:05]]> GMT</pubDate>
				<author><![CDATA[ Jihadnik]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ The most memorable events in war, sports, gambling, everything, are when someone beats the odds. No matter what some statisticians try and tell you, most things in life are somewhat to very unpredictable and scientifically, the more specific you get, the less predicative you can be. Are you sure that Marine would hit his target this time? He usually does, but you won't know until he pulls that trigger...<br /> <br /> In my opinion, having something always perform as it is mathematically "supposed to" is both boring and less representative of what  might actually transpire on a battlefield (please please, I am not trying to say that <span class="glossaryitem" onmouseover='gp(3);'>40K</span> should or does in any way shape or form resemble a real battlefield).<br /> <br /> However, there is a particular strain of human being that thrives on data, the predictable, and the controllable. To these master number-crunchers and cosmos subordinators, I could see the appeal of playing with units that experience "standard" performance.]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 04:24:46]]> GMT</pubDate>
				<author><![CDATA[ Purple Saturday]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ Almost-diceless <span class="glossaryitem" onmouseover='gp(3);'>40K</span>: Roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for each action 3 and 4 are "Average." 1 and 2 are a standard deviation lower, 5 and 6 are a standard deviation higher. All actions are now resolved on such D3 rolls.]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 04:56:16]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/540346/5853216.page"><b>Purple Saturday wrote:</b></a><br/>The most memorable events in war, sports, gambling, everything, are when someone beats the odds. No matter what some statisticians try and tell you, most things in life are somewhat to very unpredictable and scientifically, the more specific you get, the less predicative you can be. Are you sure that Marine would hit his target this time? He usually does, but you won't know until he pulls that trigger...<br /> <br /> In my opinion, having something always perform as it is mathematically "supposed to" is both boring and less representative of what  might actually transpire on a battlefield (<span style="font-size: 18px; line-height: normal;"><b>please please, I am not trying to say that <span class="glossaryitem" onmouseover='gp(3);'>40K</span> should or does in any way shape or form resemble a real battlefield</b></span>).<br /> <br /> However, there is a particular strain of human being that thrives on data, the predictable, and the controllable. To these master number-crunchers and cosmos subordinators, I could see the appeal of playing with units that experience "standard" performance.</div></blockquote><br /> <br /> Are there people out there that would attack you for suggesting that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> <span class="glossaryitem" onmouseover='gp(497);'>TT</span> should or does in any way shape or form resemble a real battlefield? O.o]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 05:52:05]]> GMT</pubDate>
				<author><![CDATA[ Netsurfer733]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ It's a whole thing, tangential, and I didn't want to derail into an argument of "In these modern warfare days, X soldier with Y equipment and training can always blah blah blah." <br /> <br /> I've gotten in way too many arguments with people who feel like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> should "reflect the realities" of modern war.]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 06:14:31]]> GMT</pubDate>
				<author><![CDATA[ Purple Saturday]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ So here is where this falls apart, in cases where you have one guy with a weapon with one shot.  It works great for those 10 guardsman (rapid fire hit 10 times wound against t4 ~3 times, marines save 2, 1 model dies (even then I am rounding down on the to wounds as it is actually 3.33333).  But what happens when that one marine with a melta gun shoots at a land raider within 6".  So he hits 2/3rds of the time,  glances 5/36 times, and pens 21/36' (how do you decide when he glances/ pens?  Do you remove glances and just have pens?  Lets do that just for kicks even then he pens 52/108 = 13/27 tha of the time or slightly below 50%. How,do you work this does he pen for every 2nd shot since he is slightly worse than 50%. You would need a solution for rounding.  Throw in what happens when he does pen, how do you decide what happens, the average result is 5.5 so did you immobilize the vehicle or blow it up.....]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 10:14:32]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ Most people will not like this idea I mean rolling dice is one of the greatest parts of the hobby we're all dice junkies get that twitch in your hand when you haven't played for a month imagine how fun it would be to sit down with your opponent and do some math and figure probabilities xD. ]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 10:30:59]]> GMT</pubDate>
				<author><![CDATA[ Overlord Zerrtin]]></author>
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				<title>Re:A diceless 40k game?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>rolling dice is one of the greatest parts of the hobby we're all dice junkies</div></blockquote><br /> <br />  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> To take away the randomness from the rolling of dice would kill the whole game. How many stories have you got of your troops making that shot when they needed to, or flunking horrible when they had it in the bag. <br /> <br /> As for figuring probabilities we all do that when we write our lists. I figure (100% chance) i take an earthshaker artillery carriage (GO KRIEG!), I figure (100% chance)  i will be shooting it at a squad of marines, I figure (83% chance) that it wounds them, and then (100% chance) they die from no armour save allowed for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3.<br /> <br /> Break that down into whatever you want, you see it in most posts. Hit 2/3 times, takes saves 5/6 times. 30 shots at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 = 15 hits, 15 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 hits on toughness 4 = 6 wounds<br /> <br /> and I don't know about you guys but it takes me a while to write a list i am happy with.<br /> <br /> If you took that to the table and tried averages it would make the game so much longer to work them out. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 14:22:51]]> GMT</pubDate>
				<author><![CDATA[ DOOMONYOU]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ I think he means just put all the dice rolling on a computer. My friend made a program that essentially just rolled the dice for us then told us how many hit, wounded, etc. When you have to roll 40 dice because your unit of seekers just got into combat with something, you tend to not look at all of that counting, and god forbid you have re-rolls. It wouldn't be bad, you just wouldn't be throwing literal handfuls of dice at the table.]]></description>
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				<pubDate><![CDATA[Wed, 17 Jul 2013 23:25:12]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/01ac54e704f7682743a0bad6a9bab3e2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/540346/5856065.page"><b>McNinja wrote:</b></a><br/>I think he means just put all the dice rolling on a computer. My friend made a program that essentially just rolled the dice for us then told us how many hit, wounded, etc. When you have to roll 40 dice because your unit of seekers just got into combat with something, you tend to not look at all of that counting, and god forbid you have re-rolls. It wouldn't be bad, you just wouldn't be throwing literal handfuls of dice at the table.</div></blockquote><br /> <br /> No, he meant take them out and go off stats.  So if you need to roll a 6 you have a ~%16 chance of doing so, etc.  <br /> <br /> Just using a computer dice program instead of dice doesn't do any better than dice when you get down to it, I've played plenty of computer games that operate off dice for <span class="glossaryitem" onmouseover='gp(719);'>CBT</span> and you still get the weirdness.]]></description>
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				<pubDate><![CDATA[Thu, 18 Jul 2013 04:47:38]]> GMT</pubDate>
				<author><![CDATA[ troa]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ This would just make <span class="glossaryitem" onmouseover='gp(3);'>40k</span> a huge game of rock-paper-scissors.]]></description>
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				<pubDate><![CDATA[Thu, 18 Jul 2013 04:51:05]]> GMT</pubDate>
				<author><![CDATA[ SoloFalcon1138]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce91d5fda3721bae3ae1ce1f26b51a78.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/540346/5853268.page"><b>chrisrawr wrote:</b></a><br/>Almost-diceless <span class="glossaryitem" onmouseover='gp(3);'>40K</span>: Roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for each action 3 and 4 are "Average." 1 and 2 are a standard deviation lower, 5 and 6 are a standard deviation higher. All actions are now resolved on such D3 rolls.</div></blockquote><br /> IF you do it then use this.]]></description>
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				<pubDate><![CDATA[Thu, 18 Jul 2013 13:37:10]]> GMT</pubDate>
				<author><![CDATA[ bahzakhain]]></author>
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				<title>Re:A diceless 40k game?</title>
				<description><![CDATA[ All this will do is make the game 100% predictable, and it just becomes an exercise in moving models about.]]></description>
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				<pubDate><![CDATA[Thu, 18 Jul 2013 19:18:27]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ For any pro players, the game is already 100% predictable, because all lists are redundancy-based or alpha-strike based. Seriously.]]></description>
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				<pubDate><![CDATA[Thu, 18 Jul 2013 22:47:59]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Re:A diceless 40k game?</title>
				<description><![CDATA[ Thats still not a 100% predictable game. 50/50 at best.<br /> <br /> The dice can always screw you.]]></description>
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				<pubDate><![CDATA[Fri, 19 Jul 2013 04:40:52]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce91d5fda3721bae3ae1ce1f26b51a78.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/540346/5859827.page"><b>chrisrawr wrote:</b></a><br/>For any pro players, the game is already 100% predictable, because all lists are redundancy-based or alpha-strike based. Seriously.</div></blockquote><br /> <br /> I find this so easy to believe that its just not funny. Especially the alpha strike part - "feth skill when I can win 50% of my games by rolling first turn" (or worse for armies with crazy seize the INT)]]></description>
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				<pubDate><![CDATA[Fri, 19 Jul 2013 10:18:57]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce91d5fda3721bae3ae1ce1f26b51a78.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/540346/5859827.page"><b>chrisrawr wrote:</b></a><br/>For any pro players, the game is already 100% predictable, because all lists are redundancy-based or alpha-strike based. Seriously.</div></blockquote><br /> <br /> I'm actually a bit out of the loop, <span class="glossaryitem" onmouseover='gp(84);'>lol</span> - what do you mean by these exactly? I'm curious.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jul 2013 08:15:10]]> GMT</pubDate>
				<author><![CDATA[ Netsurfer733]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ Don't like this idea at all, it would just promote math-hammer play.  ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jul 2013 08:18:44]]> GMT</pubDate>
				<author><![CDATA[ Gandohar]]></author>
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				<title>Re:A diceless 40k game?</title>
				<description><![CDATA[ Do you know what promotes math hammer play?<br /> The focus on strategic list building over tactical play.Especially when they then hide the lack of tactical depth with lots of 'fun randomness'.(<span class="glossaryitem" onmouseover='gp(448);'>tm</span>)<br /> <br /> But that is what happens when the focus is on 'selling the toy soldiers' short term ,  not the long term game play.<br /> <br /> Anyhow I digress, I originaly thought the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> wanted to replace the dice rolling with a deck of cards/action pointsto determine activation/actions per turn.(As used in other games.)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 17:44:22]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>A diceless 40k game?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/44232cd801b2bc99f79983302476850d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/540346/5864451.page"><b>Netsurfer733 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce91d5fda3721bae3ae1ce1f26b51a78.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/540346/5859827.page"><b>chrisrawr wrote:</b></a><br/>For any pro players, the game is already 100% predictable, because all lists are redundancy-based or alpha-strike based. Seriously.</div></blockquote><br /> <br /> I'm actually a bit out of the loop, <span class="glossaryitem" onmouseover='gp(84);'>lol</span> - what do you mean by these exactly? I'm curious.</div></blockquote><br /> <br /> Redundancy is bringing enough of the required instance to account for sways in probability and enemy action. Alpha strike, is ensuring your first turn strike cripples your enemy beyond what they can reasonably recover from. At least thats what i see it to mean.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 17:56:43]]> GMT</pubDate>
				<author><![CDATA[ Zognob Gorgoff]]></author>
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