<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Basic Idea for a homebrew set of rules."]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Basic Idea for a homebrew set of rules."]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Basic Idea for a homebrew set of rules.</title>
				<description><![CDATA[ I've been thinking about ways to increase the balance and reduce the problem of bad matchups, seeing that I think that a game should be decided by equal parts tactics and preparation.<br /> <br /> The most basic idea I came up with, was to change the system in such a way that there is no rule which outright denies another rules. E.g.:<br /> <br /> Armor saves: Instead of denying an armor save <span class="glossaryitem" onmouseover='gp(6);'>AP</span> forces rerolls, depending on the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value. (Ap3 = 1 Reroll, Ap2 = 2 rerolls, Ap1= 3rerolls?)<br /> <br /> Same for cover saves and ignoring cover.<br /> <br /> On the other end of the spectrum "fearless" units instead roll 3w6 and take the two lowest or something similiar (maybe with a variant that comes with some kind of drawback kind of like the old fearless?).<br /> <br /> I hope that by having less useless rules (fear) more units become viable.<br /> <br /> <br /> <br /> This is just a very rough idea, and I wanted to get a bit input, before I actually try to come up with a working modell.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6000517.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6000517.page</link>
				<pubDate><![CDATA[Fri, 30 Aug 2013 16:30:50]]> GMT</pubDate>
				<author><![CDATA[ DrunkPhilisoph]]></author>
			</item>
			<item>
				<title>Basic Idea for a homebrew set of rules.</title>
				<description><![CDATA[ Wrong forum mate.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6000538.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6000538.page</link>
				<pubDate><![CDATA[Fri, 30 Aug 2013 16:35:39]]> GMT</pubDate>
				<author><![CDATA[ B0B MaRlEy]]></author>
			</item>
			<item>
				<title>Basic Idea for a homebrew set of rules.</title>
				<description><![CDATA[ I totally support this. Rules like "Ignore Cover" I feel flat out add to the paper scissors rock and detract from the tactical element of the game. Sadly the game would need a total rehaul to work without such stuff]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6001876.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6001876.page</link>
				<pubDate><![CDATA[Sat, 31 Aug 2013 00:08:59]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
			</item>
			<item>
				<title>Re:Basic Idea for a homebrew set of rules.</title>
				<description><![CDATA[ This makes absolutely no sense. Having an <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 weapon re-roll a successful armor save three times (which is what it sounds like you mean) takes a lot more tedious dice rolling to get essentially the same result. A slight chance of surviving an <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 wound isn't meaningfully different than no chance at all in terms of strategy, it just gives you a pointless illusion of having the ability to roll some dice. Meanwhile you have to do a lot of work to re-write the rules, re-balance everything, convince people to play it, etc, for very little reward. I just don't see any point in using this system.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6002499.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6002499.page</link>
				<pubDate><![CDATA[Sat, 31 Aug 2013 07:02:19]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
			</item>
			<item>
				<title>Re:Basic Idea for a homebrew set of rules.</title>
				<description><![CDATA[ The only way to improve game balance , interaction and tactical focus in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, is to write rules for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, NOT <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> then add in loads of exceptions omissions and additions to arrive at a sort of rule set that sort of works.<br /> <br /> <span class="glossaryitem" onmouseover='gp(3);'>40k</span> NEEDS a complete re write from the ground up to get any level of improvement with out adding even more complication..<br /> There have been loads of great game mechanics and resolution methods developed since <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> rules were written .<br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules  use NONE of them!<br /> <br /> Basic Idea for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> home brew rules.<br /> Start with Epic rules(Net Epic/Epic E.A.)  , ADD detail , (to scale the game play up,) Job done.<br /> <br /> Basing game development on MODERN battle games , would allow far more game play with far fewer pages of rules .  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6014720.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/549227/6014720.page</link>
				<pubDate><![CDATA[Wed, 4 Sep 2013 11:59:07]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
			</item>
	</channel>
</rss>