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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ All this arbitrary rolling of <span class="glossaryitem" onmouseover='gp(24);'>D6</span>'s gets tiresome sometimes, and frankly it feels rather trite most of the time. So, lets take away some (but  not all) of some of this randomness. Another thread tried to do this but it just devolved into, &quot;why don't we just rewrite <span class="glossaryitem" onmouseover='gp(3);'>40k</span> altogether!' which I don't want. <br /> <br /> Running, difficult terrain, and anything else along the lines of &quot;roll a die and move that far,&quot; change to flat 4&quot;<br /> <br /> <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>! does not roll. If you take <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>!, you get it on auto, but limited to once per turn per character.<br /> <br /> Give the Vehicle damage, Warlord Trait, Psychic Powers, and deepstrike Mishaps a +/- 1 modifier, to the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll. These changes will take away some arbitrary rolling altogether, and in some other aspects reduce the randomness without taking away the randomness that prevents terrible deathstars that would happen if we could cherry pick <span class="glossaryitem" onmouseover='gp(227);'>WL</span> traits, psychic powers, etc.<br /> <br /> Also, these little tweaks gave me ideas that don't really make the game itself smoother, but work to balance some things.<br /> <br /> Change charge distance to <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+6&quot;<br /> <br /> Change Vehicle penetration to (<span class="glossaryitem" onmouseover='gp(24);'>D6</span> + weapon S) - 1 -------&gt; a meltagun will glance on a 2, pen on a 3+ with this. Plasma needs a 5 to glance.<br /> <br /> All of these changes will reduce some unnecessary rolling, makes assault more viable and vehicles more sturdy. What does Dakka think?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Aug 2014 19:15:03]]> GMT</pubDate>
				<author><![CDATA[ Powerfisting]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ On the change to penetration, what <span class="glossaryitem" onmouseover='gp(9);'>Av</span> value are you using?<br /> <br /> I like most of these, though running/terrain-move 4" feels disjointed compared to the usual multiples and fractions of 6.<br /> Could go with "running is taken in movement phase, move twice. Not allowed to shoot or assault that turn." And then moving through terrain could be half movement, incl when running over it.<br /> <br /> Not sure what you mean here though:<br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5e090f37d21e0fbd4635903707cff4bc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610579/7119412.page"><b>Powerfisting wrote:</b></a><br/><br /> Give the Vehicle damage, Warlord Trait, Psychic Powers, and deepstrike Mishaps a +/- 1 modifier, to the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll. These changes will take away some arbitrary rolling altogether, and in some other aspects reduce the randomness without taking away the randomness that prevents terrible deathstars that would happen if we could cherry pick <span class="glossaryitem" onmouseover='gp(227);'>WL</span> traits, psychic powers, etc.<br /> </div></blockquote>]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2014 14:22:34]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Cover: change it from true line of sight to upgraded area terrain, if you're in the terrain you get the appropriate save (doesn't matter if the wall's in the way, the model is still in the ruin and gets the save).<br /> <br /> Consolidate the special rules, too many are redundant with stupid, subtle differences. Then it will be easier to memorize or at least be familiar with the special rules as opposed to constantly having to look them up.]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2014 23:24:38]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ef4e3ea889fd8890ef586a1dcfb35afe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610579/7144363.page"><b>Selym wrote:</b></a><br/>On the change to penetration, what <span class="glossaryitem" onmouseover='gp(9);'>Av</span> value are you using?<br /> <br /> I like most of these, though running/terrain-move 4" feels disjointed compared to the usual multiples and fractions of 6.<br /> Could go with "running is taken in movement phase, move twice. Not allowed to shoot or assault that turn." And then moving through terrain could be half movement, incl when running over it.<br /> <br /> Not sure what you mean here though:<br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5e090f37d21e0fbd4635903707cff4bc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610579/7119412.page"><b>Powerfisting wrote:</b></a><br/><br /> Give the Vehicle damage, Warlord Trait, Psychic Powers, and deepstrike Mishaps a +/- 1 modifier, to the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll. These changes will take away some arbitrary rolling altogether, and in some other aspects reduce the randomness without taking away the randomness that prevents terrible deathstars that would happen if we could cherry pick <span class="glossaryitem" onmouseover='gp(227);'>WL</span> traits, psychic powers, etc.<br /> </div></blockquote></div></blockquote><br /> <br /> Basically, on every table roll you take you get to give or take 1 to it, so say my <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Libby is rolling for powers, and I roll a four, but I don't like the power, I can swap it for power 3 or 5. Now that I think of it, this doesn't really sound fun. The original intent of this post was to make <span class="glossaryitem" onmouseover='gp(3);'>40k</span> games smoother and quicker. I don't know. I may edit out the second parts out of the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.<br /> <br /> I'm sure I'm not the only one who wants to play this game without spending 4 hours on it? <br /> <br /> EDIT: the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> in my example was <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13]]></description>
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				<pubDate><![CDATA[Tue, 26 Aug 2014 00:23:18]]> GMT</pubDate>
				<author><![CDATA[ Powerfisting]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ I agree the intended game play of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is fast and fun.<br /> <br /> However, the rules bloat caused by years of 'adding layer upon layer of extra rules  to a core rule set that cant cope.'<br /> Has left the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules in a very poor state in every respect.<br /> <br /> I think the problem is lots of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players assume they HAVE to learn diffuse poorly explained rules to play a game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> And so another rule set for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has to be a chore to learn.<br /> <br /> However, anyone that has played Space Hulk or Epic Armageddon ,realize that rules written for the intended game play are much easier to learn and use. <br /> <br /> So the most effective way to make the game play of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> smoother, it to define what the game play of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> should be.<br /> Then write rules specifically for it. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> The theme of WFB in space is fine for the art and background, but the <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> based game mechanics and resolution methods, simply do not work that well with more 'advanced tech units.'(Hence the huge amount of additional rules .)<br /> <br /> How many unit types are there in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, from a game mechanic point of view?(2)<br /> How many different unit types does 7th ed artificially create due to use of inadequate core rules ?(14)<br /> This is an indicator of how over complicated the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules have become .<br /> <br /> However, some simple changes to reduce clutter and improve game play.<br /> The most common ideas are...<br /> <br /> A)Tactical choices in the movement phase.<br /> Players decide to make the unit remain  stationary and use ranged attacks to full effect.<br /> Players decide to move normally, with the option to shoot OR assault later in the relevant phase.<br /> Players decide to move twice, OR move then assault in the assault phase.<br /> <br /> This puts all movement decisions in the movement phase.<br /> <br /> B)Forget about separate cover saves.<br /> Simply apply a -1 to hit modifier for units in 'light cover', and -2 to hit modifier for units in  'hard cover' .<br /> (If you use do not use extended to hit charts,a natural 6 to hit always hits.) <br />  <br /> C)Also some players have found interleaved phases like <span class="glossaryitem" onmouseover='gp(86);'>LoTR</span> uses improves the level of interaction in game .<br />  Eg <br /> A moves<br /> B moves<br /> A shoots.<br /> B shoots<br /> A assaults <br /> B assaults<br /> <br />  ]]></description>
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				<pubDate><![CDATA[Tue, 26 Aug 2014 11:19:33]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Would you be interested in using rules written inclusively to reduce clutter?<br /> Would you like me to post some examples?  ]]></description>
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				<pubDate><![CDATA[Sun, 31 Aug 2014 18:55:19]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/610579/7164585.page"><b>Lanrak wrote:</b></a><br/>Would you be interested in using rules written inclusively to reduce clutter?<br /> Would you like me to post some examples?  </div></blockquote><br /> Yes please.]]></description>
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				<pubDate><![CDATA[Sun, 31 Aug 2014 18:59:00]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c14e8660ad786a7f74b46168ba33aec.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610579/7148023.page"><b>greyknight12 wrote:</b></a><br/>Cover: change it from true line of sight to upgraded area terrain, if you're in the terrain you get the appropriate save (doesn't matter if the wall's in the way, the model is still in the ruin and gets the save).<br /> <br /> Consolidate the special rules, too many are redundant with stupid, subtle differences. Then it will be easier to memorize or at least be familiar with the special rules as opposed to constantly having to look them up.</div></blockquote><br /> <br /> Thats actually how ruins work in 7th. If they're in the ruin they get the cover save.]]></description>
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				<pubDate><![CDATA[Mon, 1 Sep 2014 06:13:06]]> GMT</pubDate>
				<author><![CDATA[ Robisagg]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Hi.<br />  If you want to write rules inclusively , you look at everything in the current game, and write rules to cover each interaction with a single resolution method thay covers all units.<br /> This is why <span class="glossaryitem" onmouseover='gp(3);'>40k</span> 7th ed is so over complicated, it use basic rules that only cover about 20% of the game play, and uses special /added on rules for the rest!<br /> <br /> EG with claiming cover in terrain , you define terrain as 'area terrain' that uses 'area terrain rules',or  'feature terrain' that uses 'feature terrain rules' .<br /> Having a poorly explained mis mash of both systems is bad rules writing <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> <br /> Please note the rules examples I am about to post are assuming a complete re-write to correct all the core  flaws with (<span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> in space , V3.5.2) , 7th ed <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br />  I assume we want to keep the 3 stage damage resolution for close combat and ranged attacks?<br /> Roll to hit , roll to damage roll to save.<br /> However, as we are not using basic swords and shields, and bows and arrows, but much higher tec weapons.<br /> <br /> I think the following is more intuitive, <br /> Attacker rolls to hit.<br /> Defender rolls to save.(Just successful hits.)<br /> Attacker rolls to damage .(Just unsaved hits.)<br /> <br /> Using the attackers base skill to hit without modifiers is limiting in a counter productive way.As it fixes the chance to hit in a very counter intuitive way.<br /> For ranged attacks the model has the same change to hit a very large model 1" away as it does a small model very far away.<br /> <br /> Even using the attacker skill compared to the defender skill in a chart can deliver limiting results. <br /> And in assault, the entire galaxy of weird and diverse combatants in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> all hit each other on a 3+ or 4+ or a 5+ on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> <br /> Can any one see why <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has so many special rules  ? <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> So what can be done? it the alternative pages and pages of complicated modifiers?<br /> <br /> What if the chance to hit was based on the targets stat?<br /> <br /> EG a unit with Stealth value 3 is hit by ranged weapons on a 3+<br /> <br /> So units that are small/agile/good at hiding have a 'Stealth value' of 6, and are hit at range on a 6+(Ratling sniper.)<br /> And large slow units that can not hide have s 'Stealth value' of 1, and are hit at range on a 1+ (Titans /Gargants etc.)<br />   <br /> Units in light cover get +1 to their Stealth value.<br /> Units in heavy cover get +2 to their Stealth value.<br /> Units at long range (over 30" away) get  1 to their stealth value.<br /> <br /> Attackers skill with ranged weapons can be represented directly  by effective range of weapons they  carry.(Good shots hit target further away, poor shots need to get closer to hit the target.)<br /> <br /> Or by a to hit dice modifier.(EG Shooting skill +1 means add one to the dice roll.)<br /> <br /> Just a note on modifiers.Effects that make success harder are added to the target score.(Stat.)<br /> Things that make the chance of success easier  are added to the dice roll.<br /> (No '-1 to hit' as it can confuses newbs!)<br /> <br /> <br /> If we apply the same method to close combat.<br /> <br /> A units 'Assault value' is the score the opponent needs to roll to hit the unit in close combat.<br /> So units like vehicles with no skill in close combat have assault value of 1 .(They are automaticly hit in close combat.) <br /> And units with high weapons skill , like A GDOK get an assault value of 6.(Opponent needs 6+ to hit them in close combat.) <br /> <br /> The 'Assault value' can also determine assault attack sequencing, with the highest 'Assault value' striking first.<br /> (We can include a few modifiers to the assault sequence , to replicate initiative modifiers, for charging and weapon/equipment  effects.<br /> <br /> I am assuming players would be using 'units cards', or a 'force list' for easy in game reference, so looking at opposing units values is not an issue.<br /> (Neither is units having their own particular weapon profile to show number  of attacks effective range etc.)<br /> <br /> Those are my ideas on how to cover the 'rolling to hit' for ranged and close combat attacks for all units in a simpler way that offers a wider range of results/options.<br /> Roll equal or over the target units appropriate stat to hit them.With a few easy to use/remeber  modifiers.<br /> <br /> Ill stop there for any questions /comments before I post up my ideas for weapon and armour interaction next. <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 1 Sep 2014 07:59:39]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Look out sir is one of the worst offenders of rules bloat. It's like adding a whole extra phase of wound allocation: roll to hit, wound, <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, save. And even <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> for a sgt can slow the phase down to a crawl.<br /> <br /> I propose that you either take one <span class="glossaryitem" onmouseover='gp(82);'>ld</span> test on his <span class="glossaryitem" onmouseover='gp(82);'>ld</span>, or a 2+/4+ like before. If successful you can instantly switch positions with another model in the same unit within 3" of the character. You can only <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> once per unit per turn.<br /> <br /> The other major offender for tar pitting the game is overwatch. Nothing like gathering and rolling 60 dice for overwatch with my conscript squad's lasguns. Allow units to forgo shooting to enter overwatch at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. If not in overwatch, a unit may only overwatch with assault weapons and pistols, albeit at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2014 16:29:29]]> GMT</pubDate>
				<author><![CDATA[ TheSilo]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ I totally agree that Look Out Sir is completely out of place in a battle game , and very wordy for what it does.<br /> <br /> <br /> Over watch is just a poorly worded and implemented re-action mechanic that can be made redundant by a more interactive game turn. <br /> <br /> To replace the multiple resolution methods for weapon and armour interaction, and the plethora of  pointless 'special rules'.<br /> <br /> I propose all models get an Armour value from 1 to 15.(Extend the current vehicle armour values down to cover infantry.)<br /> <br /> All weapons get an Armour Penetration value from 5 to 20.<br /> <br /> When a model suffers a weapon hit, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and add the target models Armour value.<br /> If this total is higher than the weapon hits Armour Penetration value , the model makes its save, and takes no damage.<br /> <br /> EG a <span class="glossaryitem" onmouseover='gp(69);'>IG</span> trooper Armour value of 2, is hit by a boltgun shell <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 6.<br /> The <span class="glossaryitem" onmouseover='gp(69);'>IG</span> trooper needs to roll 5+ to pass his save roll.(5=2=7 and 7 is greater than 6)<br /> <br /> A Storm trooper Armour Value of 3 is hit by a boltgun shell <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 6.<br /> The Storm Trooper needs to roll 4+ to pass his armour save .(3+4=7 and 7 is greater than 6.) <br /> <br /> Basicly the Armour Value becomes the 'save modifier.'<br /> <br /> This gives proportional scalable results across all units.(Which makes PV allocation much easier.) <br /> <br /> <br />  ]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2014 17:37:12]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><cite>Lanrak wrote:</cite><br />  I assume we want to keep the 3 stage damage resolution for close combat and ranged attacks?<br /> Roll to hit , roll to damage roll to save.<br /> However, as we are not using basic swords and shields, and bows and arrows, but much higher tec weapons.<br /> <br /> I think the following is more intuitive, <br /> Attacker rolls to hit.<br /> Defender rolls to save.(Just successful hits.)<br /> Attacker rolls to damage .(Just unsaved hits.)<br /> </div></blockquote><br /> <br /> There is a cost to manual operations that you have to consider.<br /> <br /> If you are catering to the original post, this is the worst way to make things "smoother."  <br /> <br /> The reason that saves are rolled last is that it minimizes the turn-around cost of players switching who rolls.  It means players have to switch who is rolling only once, instead of twice as in your order, and it means that the time is decreased because one of the players is able to pick up a greatly reduced number of dice, more so than if the defending player had rolled saves before any hits/wounds.<br /> <br /> <blockquote><div><cite>TheSilo wrote:</cite>Nothing like gathering and rolling 60 dice for overwatch with my conscript squad's lasguns. Allow units to forgo shooting to enter overwatch at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. If not in overwatch, a unit may only overwatch with assault weapons and pistols, albeit at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.</div></blockquote><br /> <br /> As bad as rolling dice is, at least it doesn't require you to pick up and put down individual models multiple times per turn.  Static armies can play much faster than ones that have to move, then run, then charge, then consolidate, all separately.<br /> <br /> <br /> <blockquote class="uncited"><div><br /> Basicly the Armour Value becomes the 'save modifier.' <br /> </div></blockquote><br /> <br /> I think a large reason save modifiers are gone is that they slowed things down.]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2014 18:24:08]]> GMT</pubDate>
				<author><![CDATA[ pelicaniforce]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ On the issue of moving models multiple times, you could help this by getting rid of pile in moves. Go back to the old system, everyone within 6" of an enemy fights. During your movement phase, models can move up to 6" to get in range. This'd get rid of the stupid, you pile in, I pile in, now we all pile in, and who the hell can actually fight, nonsense.]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2014 18:49:21]]> GMT</pubDate>
				<author><![CDATA[ TheSilo]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ @pelicanforce.<br /> <br />  The increase in intuitive resolution out weighs the slight loss of time, in the proposed resolution order change.<br /> (unless you like the armour sucking out the bullets, healing the wound and self repairing?)<br /> <br /> The fact that the new proposed rules do not have to roll for separate cover saves, or have to include umpteen  poorly worded special rules , etc means the game flows better in practice.<br /> <br /> The Armour value is a stat, it just acts like a modifier to the save roll.<br /> <br /> Having separate modifiers that were applied separately slowed the game down.<br /> <br /> @The Silo .<br />  I totally agree about the pile in moves shenanigans.And I approve of your solution! <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  ]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2014 19:49:52]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Well, for the most literal answer to the OPs question, you should look at evening out all the "spikes" in the game.<br /> <br /> For example, a model either gets an armor save or it doesn't, making the jump from AP5 to AP4, and more noticeably the spike from AP4 to AP3, enormous factors. Some sort of degrading armor save system would help reduce this.<br /> <br /> Models with a higher Initiative get to launch all their attacks before their opponents make a single attack, even if their initiatives differ by only 1 point, and ties need a roll-off which grants a massive bonus to the winning side, as they are then treated as having a higher initiative.<br /> <br /> Letting models make one attack at each initiative step makes sure you need a much larger difference in initiatives to launch every attack uncontested, and striking simultaneously before removing casualties means mirrored assaults are now decided by how well each unit performs rather than an arbitrary roll off at the start.<br /> <br /> Beyond the obvious, i'd like to see most of the rules for individual model interactions (Challenges, Look Out Sir!, etc) taken out, as they don't make sense at <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s current scale.<br /> <br /> As for really lofty ideas, I'd like to see the movement stat reintroduced, a return to 3rd/4th edition <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> rules, and have models be based in movement trays like fantasy, but smaller "fire team" trays of 3-5 models so they can still move around and inside complex terrain. <br /> <br /> This way we can get rid of a lot of rules regarding special movement <span class="glossaryitem" onmouseover='gp(136);'>USRs</span> and even more rules regarding individual unit interactions and movement (individual model <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, which models can fight in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, etc). ]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2014 20:29:20]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Well, house ruling the heck out of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> here we go!!!!<br /> <br /> Yes, targeting many of the "extra" dice rolling would be good to remove.<br /> <br /> <u>Assault distances</u> - make a static charge distance and anything that adds a re-roll or an extra die assign a further static value.<br /> <br /> <u>Spell / Powers</u> - We know what are the good ones, assign a points value for each, done.  No amnesia on what we will cast today.<br /> <br /> <u>Warlord traits</u> - See above.<br /> <br /> <u>Vehicle cover</u> - add a plus to the armor to a maximum of 14.<br /> <br /> <u>Jink save</u> - add a plus to the armor.<br /> <br /> <u>Running</u> - 1/2 movement distance of unit.<br /> <br /> <u>Difficult terrain</u> - 1/2 movement.<br /> <br /> <u>Armorbane</u> - +3 to armor die roll.<br /> <br /> I am sure you can see a trend here.<br /> <br /> <b>Essentially: <i>Add a plus or minus and keep the rolling consistent</i>.</b><br /> <br /> Take a look at Necromunda and they have a few interesting rule twists to consider.<br /> <br /> Feel free to critique.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2014 20:58:29]]> GMT</pubDate>
				<author><![CDATA[ Talizvar]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ I agree about having a movement stat, to remove loads of pointless special rules.<br /> And with removing the '<span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> based challenges etc.<br /> <br /> The armour works or it does not , is the most flawed concept in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> The armour has a constant effect against all hits.<br /> And the  magnitude of the hit , depends on the proportion of the energy left to damage the target after the armour has applied its constant effect.<br /> <br /> If we say each models armour is a constant value to simplify the rules.(vehicles etc still get different values for facings.)<br /> And we give each weapon a fixed armour penetration value too.<br /> Then all the variables in the interaction can be assigned to a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll.<br /> <br /> These 3 values are can be used to cover all weapon and armour interaction for all units.As out lined in my previous post.(It works great for F.O.W, vehicles <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>.)<br /> <br /> The best way to make <span class="glossaryitem" onmouseover='gp(3);'>40k</span> smoother playing, is to focus on game play.<br /> Decide what <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is supposed to be.<br /> Write rules for that game play specifically.<br />  <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2014 21:10:07]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5ec51bbbc1e8a1df4feb4ad961fd1445.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610579/7170146.page"><b>Talizvar wrote:</b></a><br/>Well, house ruling the heck out of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> here we go!!!!<br /> <br /> Yes, targeting many of the "extra" dice rolling would be good to remove.<br /> <br /> <u>Assault distances</u> - make a static charge distance and anything that adds a re-roll or an extra die assign a further static value.<br /> <br /> <u>Spell / Powers</u> - We know what are the good ones, assign a points value for each, done.  No amnesia on what we will cast today.<br /> <br /> <u>Warlord traits</u> - See above.<br /> <br /> <u>Vehicle cover</u> - add a plus to the armor to a maximum of 14.<br /> <br /> <u>Jink save</u> - add a plus to the armor.<br /> <br /> <u>Running</u> - 1/2 movement distance of unit.<br /> <br /> <u>Difficult terrain</u> - 1/2 movement.<br /> <br /> <u>Armorbane</u> - +3 to armor die roll.<br /> <br /> I am sure you can see a trend here.<br /> <br /> <b>Essentially: <i>Add a plus or minus and keep the rolling consistent</i>.</b><br /> <br /> Take a look at Necromunda and they have a few interesting rule twists to consider.<br /> <br /> Feel free to critique.<br /> <br /> </div></blockquote><br /> <br /> BRILLIANT!]]></description>
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				<pubDate><![CDATA[Tue, 2 Sep 2014 21:11:33]]> GMT</pubDate>
				<author><![CDATA[ TheSilo]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ I'd say it's not (always) the extra rolling that's taking up precious time, it's the micro-managing the rules require now every time models move, and models move a lot for some reason (a model can move, run, charge, pile in at initiative and then consolidate all in one turn). And at every point, it's vitally important where each model in a unit goes because of the silly would allocation rules.<br /> <br /> If you want to speed the game up, the single biggest change you want is to allow the defender to pull casualties from anywhere he wants. Suddenly you've made Look Out Sir obsolete and precise positioning within a unit unnecessary, and probably cut the time it takes to resolve wound allocation for every attack, too.<br /> <br /> The second part is cutting down on superfluous movement. Add Run to your normal move in the Movement phase, increase melee range so that pile in moves at every initiative step are unnecessary.<br /> <br /> These are the biggest offenders, seriously. Not rolling dice.]]></description>
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				<pubDate><![CDATA[Wed, 3 Sep 2014 06:52:08]]> GMT</pubDate>
				<author><![CDATA[ lord_blackfang]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Well lets see what need fixing so far..<br /> <br /> 1) The game turn, needs to be more interactive, improve player involvement and removes the need for awful 'overwatch' type reaction rules.<br /> <br /> 2) Movement, just decide how far your models are going to move in the movement phase.Units move into assault , not models!<br /> Use a movement value , with simple modifiers like 'half movement when passing through difficult terrain'.<br /> <br /> 3)Damage resolution, one system to cover all unit interaction.Preferably the same resolution (with different stats obviously,) for close combat and ranged attacks.<br /> <br /> 4) Focus rules on unit interaction, get rid of the skirmish rules in this battle game please!<br /> <br /> 5) Include more tactical options  to allow  all units to have a purpose in the game, beyond JUST inflicting /resisting physical damage. <br /> <br /> So basically everything needs to be fixed!<br /> Why not just start from scratch so we can build a rule set specifically for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Rather than use a <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> mod, that failed to work properly for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> battle games for over 15 years.<br /> (If a team of professional game developers can NOT get it better than 'sort of OK,IF you can agree on how to fix/interpret the rules' in 15 years.<br /> I say its too hard for players to put right on their own!)<br /> <br /> And because of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules holistic and over complicated nature, fixing one element of game play causes problems else where, so you just end up chasing anomalies around the system adding rules bloat as you go .(These anomalies are actually caused by  core system design flaws, that never get addressed.)<br /> <br /> <br /> Just my 2p worth.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Sep 2014 18:22:52]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/22c911076cab533e6705251b886057a7.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610579/7171223.page"><b>lord_blackfang wrote:</b></a><br/>If you want to speed the game up, the single biggest change you want is to allow the defender to pull casualties from anywhere he wants. Suddenly you've made Look Out Sir obsolete and precise positioning within a unit unnecessary, and probably cut the time it takes to resolve wound allocation for every attack, too.</div></blockquote>Oh how I do agree with this, as soon as the rule "remove closest model" was written a mess in second guessing your squad moves began.  Never mind sorting the differences in range of weapons and different wound pools... eck!<blockquote class="uncited"><div>The second part is cutting down on superfluous movement. Add Run to your normal move in the Movement phase, increase melee range so that pile in moves at every initiative step are unnecessary.</div></blockquote>  The single longer move adds big advantage to high initiative units to kill an enemy with little in return.  Dunno, it is different but I am not sure if that would save much.]]></description>
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				<pubDate><![CDATA[Wed, 3 Sep 2014 19:36:14]]> GMT</pubDate>
				<author><![CDATA[ Talizvar]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><cite>Lanrak wrote:</cite>@pelicanforce.<br /> <br />  The increase in intuitive resolution out weighs the slight loss of time, in the proposed resolution order change.<br /> (unless you like the armour sucking out the bullets, healing the wound and self repairing?) </div></blockquote><br /> <br /> <br /> Your earlier mentions of how this bothers you is why I don't take any of your ideas seriously.  <br /> <br /> The only reason not to roll all the steps at once is that it requires different colored dice.<br /> <br /> The game gives the models collections rules for moving around and shooting each other.  It is not <i>the rake's progress</i> with a bullet.  It is not the cutting narrative of invisible bullet vs armor.<br /> <br /> <br /> <blockquote><div><cite>lord_blackfang wrote:</cite>I'd say it's not (always) the extra rolling that's taking up precious time, it's the micro-managing the rules require now every time models move, and models move a lot for some reason (a model can move, run, charge, pile in at initiative and then consolidate all in one turn). </div></blockquote><br /> <br /> Isn't it weird how one of the largest, closest-ranged armies has a waaagh rule that allows it to move in even more phases per turn than it normally would?<br /> <br /> +1<br /> <br /> <blockquote class="uncited"><div>And at every point, it's vitally important where each model in a unit goes because of the silly would allocation rules.<br /> <br /> If you want to speed the game up, the single biggest change you want is to allow the defender to pull casualties from anywhere he wants. Suddenly you've made Look Out Sir obsolete and precise positioning within a unit unnecessary, and probably cut the time it takes to resolve wound allocation for every attack, too.<br /> <br /> ...<br /> <br /> These are the biggest offenders, seriously. Not rolling dice.</div></blockquote><br /> <br /> Yes.  3rd edition was fine in this regard, allowing that more models might have had precision shot-type rules (snipers, characters?).  Either you pick, or I pick.  Just point at a model and take it off the board.  Next phase.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 4 Sep 2014 15:33:54]]> GMT</pubDate>
				<author><![CDATA[ pelicaniforce]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ anyone ever tried just using the expected value for every die roll? By that I mean not every die is 3.5 but for example the expected number of 1s rolled with 6 dice is 1. I feel like it makes the game less fun but could be interesting to play like once]]></description>
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				<pubDate><![CDATA[Thu, 4 Sep 2014 16:42:54]]> GMT</pubDate>
				<author><![CDATA[ Rx8Speed]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/610579/7175753.page"><b>Rx8Speed wrote:</b></a><br/>anyone ever tried just using the expected value for every die roll? By that I mean not every die is 3.5 but for example the expected number of 1s rolled with 6 dice is 1. I feel like it makes the game less fun but could be interesting to play like once</div></blockquote><br /> Use random dice generators. Much faster than real dice, and no cocked rolls.]]></description>
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				<pubDate><![CDATA[Thu, 4 Sep 2014 16:53:22]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ @pelicanforce.<br /> <br /> I do not like the way <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has been lumbered with <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> game mechanics and resolution methods,that are not intuitive choices for  <span class="glossaryitem" onmouseover='gp(3);'>40k</span>'s game play. <br /> <br /> Why is wanting straightforward  intuitive rules that deliver more game play with less complication a bad thing?<br /> <br /> If the new game turn of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> uses interleaved phases, or alternating actions, than alternating between players in the damage resolution also follows this higher level of interaction.<br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> plc primarily write rules for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> to help sell toy soldiers to children.<br /> <br /> I would prefer if they wrote rules for the intended  game play of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.(If anyone can agree what it is supposed to be?)<br /> <br /> I would like a rule set where any two players can just read the rules, pick any allowable force from any force composition list, and be able to enjoy playing the game.<br /> <br /> While <span class="glossaryitem" onmouseover='gp(50);'>GW</span> plc insist in using a very complicated <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> mod for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules, this is never going to happen, is it?]]></description>
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				<pubDate><![CDATA[Thu, 4 Sep 2014 16:53:56]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ @Rx8Speed.<br />   Using expected values for unit performance is a good way to evaluate units when play testing.(So basic unit value evaluation can be calculated quite quickly.)<br /> <br />  However , when it comes to game play actual result variations should be important.<br /> <br /> But the amount of dice rolls for  randomness in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, purely to prevent /try to make up for game balance, is getting a bit much for some players.<br /> <br /> I think its this extra amount  of dice rolling and pages of 'extra special' rules  that just slow down the game play.<br /> <br /> Lots of other rules sets use simple rules and the humble <span class="glossaryitem" onmouseover='gp(24);'>D6</span> to generate fast fun and tactically deep  game play.  <br /> <br /> The fact <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has over complicated counter intuitive rules , that restrict rather than enhance the game play.<br /> <br /> Is simply due to the fact that game play is not considered to be important to the people at <span class="glossaryitem" onmouseover='gp(50);'>GW</span> plc ,that give the developers their design brief.<br /> <br /> <br />   <br /> <br />  ]]></description>
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				<pubDate><![CDATA[Sun, 7 Sep 2014 09:48:18]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/610579/7175781.page"><b>Lanrak wrote:</b></a><br/>@pelicanforce.<br /> <br /> I do not like the way <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has been lumbered with <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> game mechanics and resolution methods,that are not intuitive choices for  <span class="glossaryitem" onmouseover='gp(3);'>40k</span>'s game play. <br /> <br /> Why is wanting straightforward  intuitive rules that deliver more game play with less complication a bad thing?<br /> <br /> If the new game turn of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> uses interleaved phases, or alternating actions, than alternating between players in the damage resolution also follows this higher level of interaction.<br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> plc primarily write rules for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> to help sell toy soldiers to children.<br /> <br /> I would prefer if they wrote rules for the intended  game play of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.(If anyone can agree what it is supposed to be?)<br /> <br /> I would like a rule set where any two players can just read the rules, pick any allowable force from any force composition list, and be able to enjoy playing the game.<br /> <br /> While <span class="glossaryitem" onmouseover='gp(50);'>GW</span> plc insist in using a very complicated <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> mod for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules, this is never going to happen, is it?</div></blockquote><br /> <br /> <br /> Two players can just read the rules, pick any allowable force from any force composition list?<br /> <br /> Well  no, Lanrak.  Two players have models that they own, and have collected and painted.  They pick units from the models that they own, and then they look for rules for those units.  <br /> <br /> Then your mode of writing evidently turns people off.  It has some pretense of objectivity, plain speech, or plain reasoning, but the effect is pretty weird.  ]]></description>
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				<pubDate><![CDATA[Mon, 15 Sep 2014 15:19:10]]> GMT</pubDate>
				<author><![CDATA[ pelicaniforce]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ @pelicaniforce.<br /> Currently any two players can read the 7th ed <span class="glossaryitem" onmouseover='gp(3);'>40k</span>  rules, then have to decide how they are going to interpret/fix them in a mutually agree way.<br /> And this  will change depending who is playing.<br /> <br /> A player can select a force they like the look of  from the relevant codex.<br /> (Either  use models they have or buy models they like that are in the list they pick from the relevant codex.)<br /> <br /> Walk into a store for a pick up game, and be refused because they are a 'cheesy <span class="glossaryitem" onmouseover='gp(323);'>WAAC</span> player'.Or a waste of time to play because the list 'sucks/ too fluffy to be a challenge' .JUST because of the list they chose.<br /> <br /> Rather than be guaranteed of a fun game .(Like the other games with rules and force composition lists written focused on game play.)  ]]></description>
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				<pubDate><![CDATA[Mon, 15 Sep 2014 19:58:28]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Get rid of blasts and templates.  Small blasts=d3 hits to infantry automatic, templates=<span class="glossaryitem" onmouseover='gp(24);'>d6</span>, large blasts =<span class="glossaryitem" onmouseover='gp(1);'>2d6</span>.  Against vehicles roll to hit with <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, miss is a miss.  <br /> <br /> Less need to micromange location of models to protect against blasts.  No need to move markers around to find how to hit the most models.]]></description>
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				<pubDate><![CDATA[Tue, 16 Sep 2014 01:37:07]]> GMT</pubDate>
				<author><![CDATA[ Gwaihirsbrother]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ I do not think blast and  templates are a problem.Plenty of other games use them to great effect.(Especially Epic.)<br /> <br /> But the way the rules for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> use them is a problem I agree.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 16 Sep 2014 19:29:33]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Get rid of the psychic phase. Feels so unnecessary and it does feel like it makes the game longer than it needs to be.<br /> <br /> I used to have beef with rolling for how far one could charge in the assault phase, but it's a game mechanic that has grown on me. However, I still feel like there are some things that shouldn't have to roll or situations that rolling for it is lame (Like perhaps certain monstrous creatures can't be suppressed by overwatch, and if you're charging a unit that can't overwatch, you can move a full 6"-12")<br /> <br /> Instead of rolling for powers, make them have point values so that they come as part of your army list with some being free, others not so much (Biomancy, I'm looking at you. You too Telepathy).<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 16 Sep 2014 19:51:01]]> GMT</pubDate>
				<author><![CDATA[ King Pariah]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ @king Pariah.<br />  I agree the separate psychic phase is completely pointless.<br /> Players can simply activate the psychic powers in the relevant phase.<br /> <br /> Paying points for psychic powers is far better for game balance too! <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Sep 2014 18:16:43]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/610579/7207363.page"><b>Lanrak wrote:</b></a><br/>I do not think blast and  templates are a problem.Plenty of other games use them to great effect.(Especially Epic.)<br /> <br /> But the way the rules for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> use them is a problem I agree.<br /> <br /> </div></blockquote><br /> <br /> Not saying they are a problem, and my proposal would eliminate some tactical stuff so it isn't without negatives.  On the other hand careful squad spacing to protect against them can slow the game down as can moving the marker around to find just the right spot to maximize casualties, as can arguments about whether a model is or is not hit by the marker.  There would be an increase in smoothness if exact placement of every model didn't matter as much.  Its a smal thing that doens't matter much, but fitsthe inquiry of the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.]]></description>
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				<pubDate><![CDATA[Wed, 17 Sep 2014 18:46:47]]> GMT</pubDate>
				<author><![CDATA[ Gwaihirsbrother]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ @Gwaihirstsbrother.<br />    I agree that micro managing model /template placement slows the game down.<br /> And should be on the 'things to fix' list.(Along with reducing unnecessary actions and dice rolls.) <br /> <br /> But just using different rules can solve the problem, without removing templates from the game.<br /> (Blast and teardrop templates are the sort of cinematic mechanics I approve of. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ) <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Sep 2014 20:38:29]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5e090f37d21e0fbd4635903707cff4bc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610579/7119412.page"><b>Powerfisting wrote:</b></a><br/>All this arbitrary rolling of <span class="glossaryitem" onmouseover='gp(24);'>D6</span>'s gets tiresome sometimes, and frankly it feels rather trite most of the time. So, lets take away some (but  not all) of some of this randomness. Another thread tried to do this but it just devolved into, &quot;why don't we just rewrite <span class="glossaryitem" onmouseover='gp(3);'>40k</span> altogether!' which I don't want. </div></blockquote><br /> <br /> Love how this thread went and immediately devolved into another re-write thread. Probably because of the same guy too.<br /> <br /> Micromanagement of models is one of the biggest beefs I had with this game. Fielding 120 Orks is tedious, but its even more so when you have to place them exactly to minimise templates, and to run them <span class="glossaryitem" onmouseover='gp(24);'>d6</span> inches and gak each turn.]]></description>
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				<pubDate><![CDATA[Wed, 17 Sep 2014 21:45:58]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ @Dakkamite.<br />  How do you propose to 'fix things' to make <span class="glossaryitem" onmouseover='gp(3);'>40k</span> smoother , if you do not change anything? <br /> if you follow the 'do not change anything' methodology , like the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <span class="glossaryitem" onmouseover='gp(29);'>devs</span> do, you can only add more rules to the game, hoping to put things right.<br /> Which generally adds more complication and confusion to the rules ,(and slows the game down even more!)<br /> Very rarely has this option  added any real game play depth.<br /> <br /> if you want to change a core problem like having to move models in all phases of the game, not just in the movement phase.(Which IS a problem.)<br /> Then you have to re-write the game turn structure, which is a major change.<br /> Which would mean shooting and assault rules would have to be changed to suit the new game turn.<br /> (And at this point minor niggles like micro managing placement of models /templates, etc. Could be addressed.) <br /> <br /> And so before you know it, you are having to re-write every section of the game more or less. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br /> <br /> So not changing anything , but making <span class="glossaryitem" onmouseover='gp(3);'>40k</span> smoother = play 3rd ed <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.(Either the battle game <span class="glossaryitem" onmouseover='gp(50);'>GW</span> released, or the skirmish rules they did not,)  <br /> <br /> If you want a better option than <span class="glossaryitem" onmouseover='gp(3);'>40k</span> 3rd ed to 7th ed, then a major change in the core rules is needed.<br /> <br /> <br /> <br />  ]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2014 14:42:37]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Ways to Make 40k Smoother?</title>
				<description><![CDATA[ Smooth and balanced are not the same thing, and small changes can increase smoothness even if the overall picture still isn't as smooth as it could potentially be.  If sweeping, dramatic changes are ruled out, there can still be tinkering around the edges to speed things up and increase smoothness.<br /> <br /> When I played back in fourth I would occasionally ask my opponent if I could make my fleet move during the movement phase.  Most didn't mind because one movement is quicker than two and it didn't have an impact on the game other than avoiding unecessary delays.  That sort of thing is an easy change that makes things a bit smoother even if it doesn't address underlying problems in the game.]]></description>
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				<pubDate><![CDATA[Thu, 18 Sep 2014 20:28:18]]> GMT</pubDate>
				<author><![CDATA[ Gwaihirsbrother]]></author>
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				<title>Re:Ways to Make 40k Smoother?</title>
				<description><![CDATA[ @Gwaihirstbrother.<br /> I did not mention balance in my last post, just smoothness of game play.(Eg straightforward and intuitive rules.)<br /> <br /> If I can take your example as an illustration.<br /> <br /> A rewrite might say..<br /> <br /> <b>Movement Phase.</b><br /> All movement takes place in the movement phase.(Simple and intuitive!)<br /> When taking a movement action a unit may move up to its move value in inches.(Simple and intuitive )<br /> <br /> In the movement phase players may chose one of  the following actions for each eligible unit under their control.<br /> <br /> <br /> 1)Remain stationary and make full use of ranged attacks in the shooting phase.<br /> <br /> 2) Move once and make a ranged attack in the shooting phase.<br /> <br /> 3) Move once and then move again to bring the units into base  contact with an enemy unit they wish to assault  in the assault phase.<br /> <br /> 4) Move then move again.<br /> <br /> The rules for shooting and assault will detail which weapons can be used in the shooting and assault phases.<br /> <br /> However, as a re-write is  to be dismissed as 'too complicated' by some .....<br /> <br /> SO ...<br /> Lets follow your suggestion.<br /> In a <span class="glossaryitem" onmouseover='gp(36);'>FAQs</span> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> issue the following additional rule.<br /> 'Due to several players preferring the option to make 'run' moves in the movement phase rather than the shooting phase. Add the following rule on page XX, after paragraph yy.'<br /> <br /> 'Players can choose to make 'run' moves in the movement phase , instead of the shooting phase.'<br /> <br /> A simple harmless addition, what damage could it do?<br /> <br /> Well lets look at how different players interpret it shall we?<br /> 'Deliberating Dave' <br /> Who agonizes over every choice in game , and loves slow play to aggravate  his opponent into making mistakes, has the perfect tool to annoy other players with.<br /> 'Should I run now in the movement phase or later in the shooting phase?' His opponent will be driven mad as it make no difference what so ever, but as it is a choice in the rules ,Dave will use it to its full potential to annoy people!<br /> <br /> 'Slight of hand Steve',<br /> Does  everything  so fast his opponent does not really get time to register what he did.<br /> And he will 'forget' he took his 'run' moves in the movement phase, and try to take run moves again in the shooting phase.<br /> (Cough cheating cough.)<br /> <br /> 'Argumentative Allen,'<br /> Who will insist ALL run moves are taken in the movement phase, or all run moves are taken in the shooting phase, for both players all game.Which ever choice his opponent picks , Allen will pick the other one! <br /> <br /> And so the game <span class="glossaryitem" onmouseover='gp(29);'>devs</span> get letters saying 'why did you put this stupid rule in!it just slows the game down,and  allows people to cheat , and just causes arguments!'<br /> <br /> So the game <span class="glossaryitem" onmouseover='gp(29);'>devs</span> go away, and add more words to the rule to try to make the intention clearer.(It is now expanded in to  two paragraphs in the new edition! <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ) <br /> <br /> I know the above is a bit of exaggeration  .But it just shows how ' simple fixes' can often just make the mess worse!<br />  ]]></description>
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				<pubDate><![CDATA[Fri, 19 Sep 2014 15:26:11]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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