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		<title><![CDATA[Latest posts for the thread "D"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "D"]]></description>
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				<title>D</title>
				<description><![CDATA[ Okay so a D-Weapon hitting a standard unit isn’t really much different from a S10 hit hitting the same unit. On a 6 it ignores cover and invulnerable, but that’s pretty reasonable as S10 +1. The big game changing effect is it being a giant middle finger to characters, monsters and vehicles. And honestly? That's kind of the entire problem. This is a game that should be encouraging big cool centrepiece models, not giving an easy mechanism to just delete them.<br /> <br /> So, how about this:<br /> <br /> When resolving a hit from a D weapon against infantry: Wound on a 2+, if a 6 is rolled ignore cover, invulnerable saves, reanimation, feel no pain and any other method of preventing the wound.<br /> <br /> When resolving against vehicles: Counts as S11 for penetration purposes, if a 6 is rolled ignore all saves or means of negating the damage and allow a reroll on the vehicle damage table.]]></description>
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				<pubDate><![CDATA[Wed, 22 Apr 2015 14:09:43]]> GMT</pubDate>
				<author><![CDATA[ changemod]]></author>
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				<title>Re:D</title>
				<description><![CDATA[ My issue with D strength is the chart. I don't mind arbitrary dice rolls. I mind that instead of a dice roll where I can predict a certain range of outcomes based on simple arithmetic, the result of the <span class="glossaryitem" onmouseover='gp(24);'>d6</span> has to be abstracted, so the outcome of <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D is more random and the results themselves are subjective, so houseruling to balance that is difficult because I can't objectively say a roll of 1 is worse than 2, which is worse than 3 et cetera.<br /> <br /> I say you roll to hit, and instead of rolling to wound, roll to see the number of wounds caused; 6s ignore invuln, <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>, Reanimation et cetera. This way, there is a systematic way to resolve D weapons and it cuts silly crap about a lone <span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminator tanking a volcano cannon on the nose. we still have 3-stage damage resolution, a little arbitrary dice rolling, but nothing like, "I rolled a six, so all 120 guardsmen you brought are dead!"]]></description>
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				<pubDate><![CDATA[Wed, 22 Apr 2015 17:34:40]]> GMT</pubDate>
				<author><![CDATA[ Powerfisting]]></author>
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				<title>Re:D</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/645677/7777138.page"><b>Powerfisting wrote:</b></a><br/>My issue with D strength is the chart. I don't mind arbitrary dice rolls. I mind that instead of a dice roll where I can predict a certain range of outcomes based on simple arithmetic, the result of the <span class="glossaryitem" onmouseover='gp(24);'>d6</span> has to be abstracted, so the outcome of <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D is more random and the results themselves are subjective, so houseruling to balance that is difficult because I can't objectively say a roll of 1 is worse than 2, which is worse than 3 et cetera.<br /> <br /> I say you roll to hit, and instead of rolling to wound, roll to see the number of wounds caused; 6s ignore invuln, <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>, Reanimation et cetera. This way, there is a systematic way to resolve D weapons and it cuts silly crap about a lone <span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminator tanking a volcano cannon on the nose. we still have 3-stage damage resolution, a little arbitrary dice rolling, but nothing like, "I rolled a six, so all 120 guardsmen you brought are dead!"</div></blockquote><br /> <br /> Well, if you made it count as S11 it would be 2+ against everything but T10, which it would be 3+ against. S12 counts as, it'd be 2+ against everything. Really, they just shortcutted the mechanism behind that part and made it functionally Fleshbane.<br /> <br /> As for your multiple wounds thing... Causing those is exactly why it functions awkwardly at the moment.]]></description>
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				<pubDate><![CDATA[Wed, 22 Apr 2015 17:42:26]]> GMT</pubDate>
				<author><![CDATA[ changemod]]></author>
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				<title>Re:D</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/645677/7777174.page"><b>changemod wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5e090f37d21e0fbd4635903707cff4bc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/645677/7777138.page"><b>Powerfisting wrote:</b></a><br/>My issue with D strength is the chart. I don't mind arbitrary dice rolls. I mind that instead of a dice roll where I can predict a certain range of outcomes based on simple arithmetic, the result of the <span class="glossaryitem" onmouseover='gp(24);'>d6</span> has to be abstracted, so the outcome of <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D is more random and the results themselves are subjective, so houseruling to balance that is difficult because I can't objectively say a roll of 1 is worse than 2, which is worse than 3 et cetera.<br /> <br /> I say you roll to hit, and instead of rolling to wound, roll to see the number of wounds caused; 6s ignore invuln, <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>, Reanimation et cetera. This way, there is a systematic way to resolve D weapons and it cuts silly crap about a lone <span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminator tanking a volcano cannon on the nose. we still have 3-stage damage resolution, a little arbitrary dice rolling, but nothing like, "I rolled a six, so all 120 guardsmen you brought are dead!"</div></blockquote><br /> <br /> Well, if you made it count as S11 it would be 2+ against everything but T10, which it would be 3+ against. S12 counts as, it'd be 2+ against everything. Really, they just shortcutted the mechanism behind that part and made it functionally Fleshbane.<br /> <br /> As for your multiple wounds thing... Causing those is exactly why it functions awkwardly at the moment.</div></blockquote><br /> <br /> I see your point. I could live with D being S11 and 6s ignoring invulns and the like. But the other thing is that I think S D should inherently have some drawback, like Gets Hot, but so much worse. In large-ish games, I think it is currently too easy to take D- strength weapons en masse and kill the fun.]]></description>
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				<pubDate><![CDATA[Thu, 23 Apr 2015 01:25:13]]> GMT</pubDate>
				<author><![CDATA[ Powerfisting]]></author>
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