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Necromunda 3.0 - Skills & Leveling Review
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Adoni-Zedek
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PostPosted: Fri Oct 23, 2009 4:37 am    Post subject: Reply with quote

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.
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SharkForce
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PostPosted: Sat Oct 24, 2009 11:20 am    Post subject: Reply with quote

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
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PostPosted: Sat Oct 24, 2009 7:33 pm    Post subject: Reply with quote

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.
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Poulp
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PostPosted: Mon Oct 26, 2009 12:32 am    Post subject: Reply with quote

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.


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.
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Caelwyn
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PostPosted: Thu Oct 29, 2009 8:09 pm    Post subject: Reply with quote

One thing I would like to see changed is to allow template weapons to gain xp for each enemy wounded on an accurate shot, rather than just the enemy targeted.
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Goobahfish
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PostPosted: Thu Oct 29, 2009 10:05 pm    Post subject: Reply with quote

Seconded.

Also I want XP for killing someone by throwing them off a cliff or into a suitable terrain piece etc.
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Catferret
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PostPosted: Thu Oct 29, 2009 10:24 pm    Post subject: Reply with quote

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
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PostPosted: Fri Oct 30, 2009 2:14 am    Post subject: Reply with quote

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 Smile
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FreeHansje
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PostPosted: Fri Oct 30, 2009 4:24 am    Post subject: Reply with quote

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.
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screamingabdab
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PostPosted: Fri Oct 30, 2009 5:02 am    Post subject: Reply with quote

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.
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PostPosted: Fri Oct 30, 2009 6:39 am    Post subject: Reply with quote

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.
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Ambience 327
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PostPosted: Fri Oct 30, 2009 10:53 am    Post subject: Reply with quote

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
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PostPosted: Sat Oct 31, 2009 7:32 pm    Post subject: Reply with quote

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.
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SharkForce
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PostPosted: Sat Oct 31, 2009 9:15 pm    Post subject: Reply with quote

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
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PostPosted: Sun Nov 01, 2009 1:10 am    Post subject: Reply with quote

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.
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