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Adoni-Zedek Sergeant

 Joined: 09 Feb 2006 Posts: 857 Location: Utah, USA Medals: 1 (View more...)
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Posted: Fri Oct 23, 2009 4:37 am Post subject: |
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| Goobahfish wrote: | One was changing the table to 1-2 WS, 3-4 BS, 5-6 Choose.
In a similar vein, Attacks and Toughness were switched so you got either S or T, OR, W or A. These characteristics were likewise changed to a 1-2 S, 3-4 T, 5-6 Choose. This meant that particular gangs could be swayed one way or another, but did not preclude a Heavy getting +1 WS. I have always felt a WS 5 Heavy wasn't pointless, but rather specialised. Taking a Flamer or Meltagun is a good option for such a Heavy. | I think I like this option the best. _________________ Commander Adoni-Zedek
Panthers Chapter Imperial Space Marines
Warpstrike: 40k Skirmish Campaign rules (Necromunda for 40k) |
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SharkForce Lance Corporal

Joined: 15 Aug 2009 Posts: 208
Medals: None
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Posted: Sat Oct 24, 2009 11:20 am Post subject: |
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| not sure i like the "5-6 choose" option, but i do think the "delay an advance" (if you don't like what you rolled) option would be something to consider. |
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Ravendas Master Gunner

 Joined: 07 Dec 2008 Posts: 267
Medals: None
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Posted: Sat Oct 24, 2009 7:33 pm Post subject: |
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I never thought of the delay, but that is a great idea. Would be a little extra bookwork, but a very interesting option. I will bring that up to my group, see what they think about it.
The 1-2WS, 3-4BS, 5-6Choose is a decent balance. If you were hoping for one or the other, it increases your chances of getting it from 50% to 66%, for a 33% relative increase. That's not a massive change, and still allows for randomness, so I think it sounds alright. I personally wouldn't use it, but it is better than the 6bs3ws some seem to want. _________________ Official Gamesworkshop Specialist Games Forum
Fanatic Magazine Articles F80-F98 |
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Poulp Recruit

Joined: 20 Aug 2008 Posts: 15
Medals: None
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Posted: Mon Oct 26, 2009 12:32 am Post subject: |
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| Ambience 327 wrote: |
2 New Skill: Choose any table and randomly generate a skill.
(...)
12 New Skill: Choose any table and randomly generate a skill.
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We used a different entry:
"Choose any table and roll a skill OR choose a House skill"
Of course, taking a specific house skill entirely depends on what charts you use (V1 skills, V2, houseruled)
For stat growth, we houseruled that if WS/BS were already maxed, we'd add a point to the lowest characteristic. Example; A2 and Ld 6, Leadership is the lowest and receive the point. _________________ "Posthumously, I wish people consider me a writer. Posthumously, ever heard about Lovecraft ? At the same time, I hope I'll end up better than him. What do you think, doc ?"
"Hour's over. See you next week."
"Eh?" |
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Caelwyn Master Sergeant

 Joined: 24 May 2005 Posts: 1474 Location: Trapped in a hell of his own devising Medals: None
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Goobahfish Master Sergeant

 Joined: 20 Jul 2006 Posts: 1561
Medals: 2 (View more...)
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Posted: Thu Oct 29, 2009 10:05 pm Post subject: |
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Seconded.
Also I want XP for killing someone by throwing them off a cliff or into a suitable terrain piece etc. _________________ AKA Sir WIKI AKA The Shameless Rules Thief
If you post any rules on this forum, consider them officially stolen ^_^
... and deposited:
http://easternfringe.com/efwiki/index.php?title=Goobahfish%27s_House_Rules |
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Catferret Sergeant

 Joined: 13 Aug 2007 Posts: 691 Location: Edinburgh Medals: None
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Posted: Thu Oct 29, 2009 10:24 pm Post subject: |
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I shall propose a limit of 1 xp award for a wounding hit per turn. Levels out the playing field for sustained fire, templates, rapid fire, close combat. Keeps it all simple. I imagine I won't get many votes but I nay as well throw it in as an idea. I tried it in the last campaign I ran and it seemed to work fine.
I second Goobah's proposition for throwing people off buildings counting as a wounding hit for xp. |
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screamingabdab Officer of the Watch

 Joined: 14 Jul 2009 Posts: 499
Medals: None
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Posted: Fri Oct 30, 2009 2:14 am Post subject: |
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Yeah the 5XP per wounding hit in HtoH is something that's bugged me. I guess the balance is that due to the more random natue of HtoH you're taking a bigger risk A- getting there and B- trusting (to some degree) the luck of the dice.
But I'm going to propose a change with my group that the first wounding hit during a turn in HtoH gives you 5XP's and further wounding hits give you 2XP's.
This would work the same for template weapons and sustained fire also.
and ofc throwing ppl off things hould grant you XP's if they get wounded  _________________ All we are is all we've ever done. |
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FreeHansje Master Gunner

Joined: 14 Mar 2007 Posts: 298 Location: Europe Medals: None
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Posted: Fri Oct 30, 2009 4:24 am Post subject: |
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If you should bring back xp to 1 per wounding hit, should you not have a critical look at the experience tables? I can imagine it will take a looooong time to pass each levelcap, especially when you get over 60 xp. _________________ Greetz,
FreeHansje |
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screamingabdab Officer of the Watch

 Joined: 14 Jul 2009 Posts: 499
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Posted: Fri Oct 30, 2009 5:02 am Post subject: |
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I think what Catferret was suggesting was that during each turn you can only get a single 5XP wounding hit reward.
Not reduce the reward for a wounding hit to 1xp. _________________ All we are is all we've ever done. |
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feeder Sergeant

Joined: 17 Oct 2005 Posts: 759 Location: Hunting the Abyss Lord Medals: None
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Posted: Fri Oct 30, 2009 6:39 am Post subject: |
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I haven't played for a while, but when I did we always played wounding hit xp thusly: 5 xp per wound removed. So if you cause four wounding hits in HtH or with sustained fire on a model with one wound, you got five xp, on a model with three wounds, fifteen. It plays well. _________________ Please go stand by the stairs so I can protect you. |
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Ambience 327 Cadet

Joined: 20 Jan 2009 Posts: 32
Medals: None
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Posted: Fri Oct 30, 2009 10:53 am Post subject: |
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I would definitely like to see a change to the Wounding hits, and I like the following two proposed changes equally:
1) Max of one XP award per turn, regardless of how many wounds you cause
2) One XP award for every wound removed (which I think should be any action a ganger takes which causes a wound on an opposing model - be it throwing/knocking them off a building, shooting them, etc)
Option 1 would probably slow levelling down a bit, but it would be across the board for all gangs, so probably wouldn't be too bad. (Smaller gangs would suffer a bit probably, less potential XP even when they are doing lots of damage.)
Option 2 would simply clear things up a bit, without really changing the pace of levelling too much. |
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Caelwyn Master Sergeant

 Joined: 24 May 2005 Posts: 1474 Location: Trapped in a hell of his own devising Medals: None
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Posted: Sat Oct 31, 2009 7:32 pm Post subject: |
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Advance rolls:
I think we need to take a vote on who wants to see a change to this before we start deciding what change we want to make.
Please vote on whether you want to see a less randomised system (how less random is still to be determined) or are fine with it as it is.
Personally I am fine with it as is. I do not want to see anything that makes it easier to do BS loading.
One thing we could do is tie statistic increases and skills to value a lot more. Like what they've done in blood bowl. For those that aren't familiar with it, xp would no longer count towards the value of a fighter, each stat increase and skill would increase the fighter's value by an amount specific to that skill. This could make home made list designing a lot easier and we could weight the value of more useful stats/skills.
As to xp gain, I have always treated it that each hit in melee is determined like each sustained fire shot. They have to be fully resolved before you can make the next one. Thus, if in hand-to-hand combat you win by 5 then you roll to see if the first hit wounds, if it does you roll to see what injury it is, if he goes ooa then none of the other hits are rolled for, for example.
Flesh wounds and multiple wound fighters are where you can get more wounding hits.
Only one wounding hit per turn earning xp would simplify things and reduce some of the power of skills and weapons like gunfighter and flamers. I'd like to see what people think of the idea as its a bit of a change.
I agree with throws earning xp, although i'm wondering where that clarification will go (considering we have a skill and a weapon) and what the wording will be.
I would also like to see wounding hits on downed opponents move back to earning no xp as it shouldn't be too rewarding. _________________ Inquisitor Skirmish and Necromunda House Rules
The Underhive Necromunda Forum
The Specialist Games Forum |
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SharkForce Lance Corporal

Joined: 15 Aug 2009 Posts: 208
Medals: None
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Posted: Sat Oct 31, 2009 9:15 pm Post subject: |
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| well, i'll cast my vote for keeping it random. skill stacking can do some truly unspeakable things to the game, imo... in mordheim, it's slightly less bad because not everyone can get skills, but in necromunda, everyone can, and imo that just makes it way too much. |
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Ravendas Master Gunner

 Joined: 07 Dec 2008 Posts: 267
Medals: None
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Posted: Sun Nov 01, 2009 1:10 am Post subject: |
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Random as is, I like it for Caelwyn's same reasoning.
Also I do hand to hand the same basic way. See who wins, then roll 1 by 1 for each hit. If it takes off their last wound, 2+ they are ooa unless it's a multiple combat. If the person goes down and you still have further hits, they are discounted because you already did your work. _________________ Official Gamesworkshop Specialist Games Forum
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