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		<title><![CDATA[Latest posts for the thread "When Should FNP Be There And When Should It Be More Wounds?"]]></title>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ See title.<br /> <br /> A Great Unclean One has a 6+ Feel No Pain and 20 Wounds.<br /> On average, that's the same as having 24 Wounds and no <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> <br /> I would be 100% fine changing them to no a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, 24 Wound statline. But this is also a case where that 6+ can be attempted a minimum of 20 times before death.<br /> <br /> What about a 5+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and a W2 model? That's, on average, the same as W3 with no <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. But in practice it's pretty different, since you've still got a close to 50% chance of dying to 2 damage.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2026 22:39:53]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ By having it seperate it acts as another lever that can be modified/added/tweaked.  Having a leader add <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> to a squad is a lot cleaner then worrying about who’s he joins, what the wounds would be etc.  Or a strat that adds 9t for a phase. Or things that modify dice rolls/re-rolls/etc.<br /> <br /> It also exists for interactive time in the IGOYGO environment.  Like armor saves it gives the reactive player something that feels like play on the opponent’s turn.  Sure, it’s just executing a check, but it’s player involvement.<br /> <br /> It makes for narrative moments when our fickle little 6-sided friends get spicy.  We chuck a LOT of dice, so see the streaks.  I’m sure every last one of us has a story where we made an unreasonable amount of saves, survived near-certain death, and triumphed.  And we remember that time and look back on it fondly.  Not that we don’t remember staggering away from a nasty scrap on our last wound, but ti’s not quite the same.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2026 23:40:18]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ I definitely agree that Leaders should give a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> instead of extra wounds, as should anything temporary (Strats, Enhancements, etc.).<br /> <br /> But I'm a little iffier on using <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as just a way to interact in your opponent's turn. You can't even use a Stratagem to reroll a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, so it's literally just busywork.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 00:38:24]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818739/11815861.page"><b>JNAProductions wrote:</b></a><br/>I definitely agree that Leaders should give a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> instead of extra wounds, as should anything temporary (Strats, Enhancements, etc.).<br /> <br /> But I'm a little iffier on using <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as just a way to interact in your opponent's turn. You can't even use a Stratagem to reroll a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, so it's literally just busywork.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> from a designer commentary from way back that’s why the defender makes the armor saves.  It would be quicker for the attacker to roll hits, pick up the ones that did, roll those for wounds, amd then pick up the successes and check for armor.  Instead of having the defender dig up the right number of dice.  Gives you something to do besides just remove casualties.  Less game mechanic optimization and more player experience/psychology. <br /> <br /> Would it be faster to just add more wounds most of the time?  Yes.  But <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> it would also make the game less interesting and engaging.<br /> <br /> I get that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is very fond of excessive dice rolling for no real return.  And see your point about <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.  I just personally think what it adds is worth the time.  <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 01:50:44]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ I feel like you should give a unit more Wound when you want consistency, and you give them <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> when you want drama. <br /> <br /> Not sure if pox walkers have <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> these days, but the whole zombie toughness thing is a decent example of where I could see <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> working well.  A humble lasgun shot could very well be enough to take out a pox walker. But then again, sometimes those gosh darn plague zombies just keep moving when they shouldn't.  A <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> roll raises the survivability of the squad, sure, but it also creates some uncertainty as to whether or not "mere" lasguns or bolters would be enough to finish the job.  And conversely, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> has counterplay in the form of higher damage weapons (read: overkill).  A 1W FNP5+++ model might shrug off a bolter, but their chances of shrugging a D2 heavy bolter attack are significantly worse. <br /> <br /> So for horde units, <span class="glossaryitem" onmouseover='gp(265);'>FNPs</span> are sort of like invulns, but with more counterplay. <br /> <br /> <span class="glossaryitem" onmouseover='gp(265);'>FNPs</span> are also just easier to slap onto something as a defensive buff than fiddling around with a temporary wounds mechanic would be. <br /> <br /> For something like a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>, I kind of feel like a flat Wound increase would work better. Because there's already enough variability in the amount of damage put out by things like lascannons, and you already get that "dramatic" moment from an invuln save versus such attacks. <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> on a model like that ends up feeling more like "damage reduction" than anything. ]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 07:58:32]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ I see where you’re coming from mathematically. And I don’t exactly disagree upping wounds and ditching <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> might remove further dice rolls.<br /> <br /> But? <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is the unknown quantity. <i>Statisically</i> it might be the equivalent of four more wounds. But in practice, it’s possible however unlikely <strike>they might find a weakness and exploit it</strike> that the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> comes in clutch time and time again.<br /> <br /> So I can never be entirely sure a given volley of firepower will take out the target. Only takes a little bit of jamminess for the owning player to roll above average on sixes, allowing the <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> to charge in their next turn and duff up one of my units.<br /> <br /> And so yes it’s swingy, but it adds risk and further consideration, which I for one appreciate and enjoy.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 08:08:23]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818739/11815900.page"><b>Mad Doc Grotsnik wrote:</b></a><br/><br /> But? <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is the unknown quantity. <i>Statisically</i> it might be the equivalent of four more wounds. But in practice, it’s possible however unlikely <strike>they might find a weakness and exploit it</strike> that the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> comes in clutch time and time again.<br /> </div></blockquote><br /> <br /> I think part of the difference to me is that the more wounds a model has, the stronger the bell curve and also the more spread out the attacks that eventually kill him might be.  So Feel No Pain on a W2 model is dramatic. Will this attack be enough to finish him off?  Will he eat at least one more shot thus helping to keep his squad alive long enough and in large enough numbers to still be a menace? Will that W4 character manage to hang in there to return some attacks in melee? <br /> <br /> But on something like a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>, the benefits of the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> are more spread out across all 20 of their base wounds. You can still get a dramatic "will he survive against this final attack" moment, but it's kind of watered down by the ocean of other attacks that maybe rolled above or below average (and are more likely to have landed somewhere close to average because of the bell curve).  He didn't survive that last lascannon attack because he made some feel no pains against that attack specifically; he survived that last lascannon attack because he made a handful of successful <span class="glossaryitem" onmouseover='gp(265);'>FNPs</span> thirty minutes ago during your opponent's previous shooting phase, and it left his health bar high enough to survive now. <br /> <br /> I'm not sure I'm explaining myself very well.  Basically, models with lower numbers of Wounds are less susceptible to the bell curve and thus those <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> rolls can be more dramatic.  A single <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> roll deciding whether or not a space marine sticks around feels very different from 20 <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> rolls deciding whether a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> sticks around a little longer. <br /> <br /> This is why the subfaction rule sthat gave FNP6+ to vehicles in 8th/9th tended to be kind of boring.  There was technically that statistical outlier chance that your dreadnaught would go around making all his 6+ <span class="glossaryitem" onmouseover='gp(265);'>FNPs</span> like a badass, but 99% of the time a 6+++ just translates to 1 extra wound per 6 wounds on the unit. Which on a vehicle, might not actually matter because they're frequently being targeted by high Damage weapons that are likely to overkill them. It doesn't matter if your chimera effectively had 2 more wounds if the lascannon that killed it did 3+ more damage than it needed to.<br /> <br /> But also, I feel like <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> mostly exists as a buff you can slap on units when increasing their wounds would be messy.  Want death company to feel more durable but don't want to give them a 50% health boost by increasing their W to 3? Give them a 5+++ or 6+++ or whatever they have these days. ]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 08:28:28]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ I think I follow you.<br /> <br /> But for me, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is fully intended as a way to potentially toughen up a model. Even when it’s already got a fat stack of wounds, your opponent can never be sure just how much it’s going to soak.<br /> <br /> Let’s say I pull off a perfect shot with D <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+3 shot. I hits, I wounds, you fails your save, and I roll a 6. Without <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, that’s a comfortable 9 wounds off you. But, with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>? It could be anywhere from 0-9, with varying degrees of likelihood. And it only takes a couple of such instance during a game to see the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> beneficiary last way longer than it might look.<br /> <br /> If we just give it the 4 extra wounds to carry the original subject? Well now I know I only need 3 such Perfect Shots to pop that boil.<br /> <br /> I’m still incentivised as an opponent to hit you with the biggest gun or hitty stick I have, because typically they’re most likely to do some damage in the first place, and means your <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is having to work a lot harder to mitigate, as again they typically do multiple damage.<br /> <br /> If I’m especially keen to see your <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> cast into the warp? I’m likely to also look for sources of D re-rolls or boosts etc, because I again want to reduce the likelihood of your <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> spoiling my fun.<br /> <br /> And so more than just having more wounds? <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> shifts my approach, as I have to account for it, and run the risk that at a critical moment, all the sixes in the world decide I smell, and so gang up on me.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 08:42:02]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Re:When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ On paper, more wounds + no <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> = less wounds + <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, but in reality it depends on what army you are talking about.<br /> <br /> The regeneration themed armies (Necrons and anything Nurgle) will always prefer to have less wounds + <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, as regenerating wounds that can be in turn saved by a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> roll is much more valuable, and a big part of playing those armies is managing how much damage you can tank on key units and still come back to combat effectiveness.<br /> <br /> For the non-regen armies though, it wouldn't hurt to streamline things a bit outside of epic heroes.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 13:25:51]]> GMT</pubDate>
				<author><![CDATA[ Insularum]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ Anything with more than 6 wounds should probably just get more wounds instead of <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. Once you're up to 12+ wounds it really is just another dice roll getting int he way of the game.<br /> <br /> For smaller models I see the point of a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. Even a 6+ with W2 messes with damage allocation from D2 weapons, which does add something to the game, I think.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 13:38:24]]> GMT</pubDate>
				<author><![CDATA[ Slipspace]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818739/11815942.page"><b>Slipspace wrote:</b></a><br/><br /> For smaller models I see the point of a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. Even a 6+ with W2 messes with damage allocation from D2 weapons, which does add something to the game, I think.</div></blockquote><br /> <br /> Models with 2-3 wounds and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is definitely the most mechanically interesting design space.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 14:00:05]]> GMT</pubDate>
				<author><![CDATA[ LunarSol]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ Outside of 2-3 wound models <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> just gives a unit an "unnaturally tough" feel. Considering how <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is currently not putting <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> everywhere like they used to, I don't mind it on large models, even it statistically is identical to just adding more wounds.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 14:13:04]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
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				<title>When Should FNP Be There And When Should It Be More Wounds?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818739/11815900.page"><b>Mad Doc Grotsnik wrote:</b></a><br/><br /> But? <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is the unknown quantity. <i>Statisically</i> it might be the equivalent of four more wounds. But in practice, it’s possible however unlikely <strike>they might find a weakness and exploit it</strike> that the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> comes in clutch time and time again.<br /> </div></blockquote><br /> <br /> Pour one out for Tom Stoppard.<br /> <br /> Your post reminds me of the scene(s) in Rozencrantz and Guildenstern are dead where they flip heads 92 times in a row.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2026 15:08:52]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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