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		<title><![CDATA[Latest posts for the thread "It's been suggested before, I'm sure"]]></title>
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				<title>It's been suggested before, I'm sure</title>
				<description><![CDATA[ But shouldn't the basic wounding mechanic be changed from toughness first with an armor save to instead a roll to pierce with a toughness save? Seeing as how that's how it'd happen in real life, and it virtually changes nothing except makes it a little more realistic.<br /> <br /> The bullet hits the armor. The armor breaks. The bullet then goes into the body, but the body <div style="margin-top:5px; margin-bottom:10px;">
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after the armor was resolved
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				<pubDate><![CDATA[Mon, 8 Jun 2015 02:01:03]]> GMT</pubDate>
				<author><![CDATA[ Quarterdime]]></author>
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				<title>It's been suggested before, I'm sure</title>
				<description><![CDATA[ It's an abstraction.  It's just quicker for your opponent to collect their dice pool, roll some dice, pick up the hits and roll them again than to...<br /> <br /> 1. collect dice pool<br /> 2.  roll to-hit<br /> 3. wait for you to collect your saves dice pool<br /> 4.  wait for you to roll all possible armor saves/feel no pain<br /> 5.  collect their to-wound dice pool<br /> 6.  roll to-wound<br /> <br /> It just flows more smoothly. Less switching between players and picking up fresh dice (as opposed to just picking up "hits" from the first roll).<br /> <br /> EDIT:  Rolling saves after-the-fact doesn't mean the bullet somehow hits the armor after hitting skin any more than assault 2 means a shuriken catapult only fires two projectiles.  Space marines also aren't dying to the first bullet to hit a weak spot in their armor; they're dying to the 20th "minor" injury to be sustained from a salvo of fire.  Abstraction. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 8 Jun 2015 02:06:47]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>It's been suggested before, I'm sure</title>
				<description><![CDATA[ If abstraction isn't the opposite of dynamic, it sure sounds close.]]></description>
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				<pubDate><![CDATA[Mon, 8 Jun 2015 02:10:43]]> GMT</pubDate>
				<author><![CDATA[ Quarterdime]]></author>
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				<title>It's been suggested before, I'm sure</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6d0b162be568779da152846fd92c7d07.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/651651/7887995.page"><b>Quarterdime wrote:</b></a><br/>If abstraction isn't the opposite of dynamic, it sure sounds close.</div></blockquote><br /> <br /> "Dynamic" in what sense?  Unless I'm missing something, you're proposing the exact same system that's already in place, but with the rolls in a different order.  Which, while not a big deal, would probably take slightly more time to perform. <br /> <br /> EDIT:  After re-reading, it looks like maybe you're proposing that instead of to-wound rolls, we have "to-pierce" rolls and "toughness saves?"  In which case, you're presumable creating the exact same system and just renaming the rolls?]]></description>
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				<pubDate><![CDATA[Mon, 8 Jun 2015 03:15:48]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>It's been suggested before, I'm sure</title>
				<description><![CDATA[ EDIT:  After re-reading, it looks like maybe you're proposing that instead of to-wound rolls, we have "to-pierce" rolls and "toughness saves?"  In which case, you're presumable creating the exact same system and just renaming the rolls?</div></blockquote><br /> <br /> Yes. That's exactly it.  <img src="/s/i/a/9576fdd015edbd19edbaabd1556a4944.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 9 Jun 2015 03:00:43]]> GMT</pubDate>
				<author><![CDATA[ Quarterdime]]></author>
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