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Necromunda 3.0 - Skills & Leveling Review
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screamingabdab
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PostPosted: Sun Nov 01, 2009 5:39 am    Post subject: Reply with quote

yeah i like that way of working out HtoH hits

but i disagree with the "one wounding XP reward per turn" idea, as said it nerfs gunfighter, rapid fire, templates & HtoH. It'd mean more paperwork but I'd like to the first wounding hit give 5XP subsequent ones give 2XP.
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PostPosted: Sun Nov 01, 2009 11:56 am    Post subject: Reply with quote

I'm happy with the current Advance Table. It's mainly the balancing of the skill tables i'd like to see, plus making the Heavy and Leader (and Gang Veteran) tables made "official".

In defence of my "one wounding hit per turn" suggestion, it was indeed intended as a "nerf". I think it favours certain weapons or skill combos over others. I think it would go a long way to balancing some of the weapons as well as skills and lowering book keeping.
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PostPosted: Sun Nov 01, 2009 3:13 pm    Post subject: Reply with quote

OK, so the issues with the current XP allocation system are:

Hitting 3 models with Sustained Fire is rewarded more than hitting 3 models with a Template (which is counter-intuitive).

Hitting a model 3 times with a Heavy Stubber is rewarded more than hitting once with a Meltagun inflicting the same damage.

Hitting a character in hand-to-hand with Bio-booster/True Grit statistically yields more XP than a character without such an ability.

Killing a CC enemy with an Eviscerator inflicting 3 wounds in one hit (on a 3 wound advesary), yields less experience than killing an enemy with 3 hits with a knife. This can be true even if the Eviscerator player scored 3 hits as the remaining 2 are discounted.

So, in summary, the game biases towards models who inflict multiple low-injury weapons. A simple example would be, the ultimate heavy weapon:

Flesh-wounder:
3 SF, 2+ Ammo, Strength 4. This weapon only does flesh-wounds.

There are two general alternatives.
Limit the number of XP per round (disadvantaging gunfighters, SF, CC)

Alter the XP system to reward taking particular enemies Down or OOA.
For instance, if you wanted to be especially complex you could say taking an opponent OOA grants 4 + target-XP/10 and taking them down does half that amount.

So taking juve down grants 2, ganger 3 and leader 5. Taking them OOA does 4, 6 & 10... or something like that...
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screamingabdab
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PostPosted: Sun Nov 01, 2009 3:24 pm    Post subject: Reply with quote

i'm liking the idea of different XP rewards for taking different people down.
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PostPosted: Mon Nov 02, 2009 12:48 am    Post subject: Reply with quote

I hope we're not gonna make it complicated: just reward xp for wounding an opponent in 1 turn, no matter you hit him one or six times. If you wound multiple opponents(template,SF) reward xp for each wounded.
I like the relative simplicity of the game and it looks that is being removed. I hope I am mistaken in that.
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PostPosted: Mon Nov 02, 2009 1:53 am    Post subject: Reply with quote

FreeHansje wrote:
I hope we're not gonna make it complicated: just reward xp for wounding an opponent in 1 turn, no matter you hit him one or six times. If you wound multiple opponents(template,SF) reward xp for each wounded.
I like the relative simplicity of the game and it looks that is being removed. I hope I am mistaken in that.


I'm with you on this one, I'm not really in favour of making it more complicated as too much book-keeping can really kill the flow of a game. I, personally, would like to see xp awarded for each wound removed (including templates) and for throwing attacks, and no xp for wounding downed opponents.
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Ambience 327
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PostPosted: Mon Nov 02, 2009 11:10 am    Post subject: Reply with quote

Goobahfish wrote:
Hitting 3 models with Sustained Fire is rewarded more than hitting 3 models with a Template (which is counter-intuitive).


I agree that this is an issue, but less so than you seem to be suggesting...

Goobahfish wrote:
Hitting a model 3 times with a Heavy Stubber is rewarded more than hitting once with a Meltagun inflicting the same damage.


This one, however, I disagree with you on it being an issue...

Goobahfish wrote:
Hitting a character in hand-to-hand with Bio-booster/True Grit statistically yields more XP than a character without such an ability.


This one, also, I disagree to being an issue...

Goobahfish wrote:
Killing a CC enemy with an Eviscerator inflicting 3 wounds in one hit (on a 3 wound advesary), yields less experience than killing an enemy with 3 hits with a knife. This can be true even if the Eviscerator player scored 3 hits as the remaining 2 are discounted.


Yep, this one too...

...why? Well, what is experience? It represents our gangers getting better at what they do. They do that by doing it. Experience is learning. Every time our gangers do something that yields experience, they are learning something.

Hitting somebody with a Meltagun and watching them burn is bound to teach you something about shooting, but probably not as much as managing to keep your aim so steady that you inflict multiple hits with a sustained-fire weapon like a heavy stubber.

Cutting somebody in half with a six-foot chainsaw is bound to each you something about close combat, but probably not as much as slipping in and out of your opponent's defenses with a knife, exacting a small toll of blood and pain with each cut of your blade.

Whacking somebody upside the head with a maul and having them drop at your feet is probably going to teach you something about close combat, but probably not as much as whacking them a few times and watching them get back up... (ok, this one might be stretching it a bit...) Smile

Anyway, I guess I'm saying that there should probably be some kind of reward for mutliple wounding hits, but that maybe it should be on a diminishing return as some are suggesting. (I'm still liking the "one reward for each wound removed" idea.)
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PostPosted: Mon Nov 02, 2009 11:37 am    Post subject: Reply with quote

So just to clarify: If you hit someone who has 2 wounds with a meltagun and inflict 5 wounds, you would get 5xp for the 1st wound. Then you’d roll for the 2nd wound. If you rolled a flesh wound, you’d get 5xp. If your 3rd wound resulted in “down” you’d get another 5xp. If your 4th wound was another flesh wound, would you get another 5xp? Or would you say he’s already down, and so you woundn’t get anything? If your 5th wound resulted in out of action, you wouldn’t get any additional xp, as the target was already down, correct?

Caelwyn wrote:
Choke
Any fighters hit by a template with the choke special rule must immediately pass a toughness test or go down. This effect lasts until they leave the templates area or it dissipates, upon which time they recover with no lasting effect.
How would you award xp for a choke grenade that takes an enemy down? Do you get anything if they stand back up? If you change "down" to be "Down with a flesh wound," (as discussed in the Necromunda 3.0 thread) you'd get 5 xp for the flesh wound, of course.

Caelwyn wrote:
I'm with you on this one, I'm not really in favour of making it more complicated as too much book-keeping can really kill the flow of a game. I, personally, would like to see xp awarded for each wound removed (including templates) and for throwing attacks, and no xp for wounding downed opponents.
Also, xp for hitting, not wounding, but then knocking them off a balcony? I've always thought that was kind of odd.
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Last edited by Adoni-Zedek on Mon Nov 02, 2009 5:12 pm; edited 1 time in total
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Goobahfish
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PostPosted: Mon Nov 02, 2009 2:33 pm    Post subject: Reply with quote

@Ambience

Ya, I'm aware of the usual fluff-based arguments for the alotment of XP. I was speaking from a strictly gamist point of view. A weapon that inflicts 3 Strength 6 hits yields more experience than a Strength 6 weapon which inflicts 3 wounds. This gives a bias to multi-shot low-damage weapons over single-shot high-damage weapons.

From a fluff perspective, there is an argument too. If I use a Heavy Stubber get 6 shots, hit 4 times and wound 3 times I'll get 15XP (3 wound target). If I use a HPG, I have one attempt to shoot and inflict 3 wounds out of a possible D3.

It all depends on how you conceptualize multiple wounding weapons. I guess it could be that each plasma-ball is a different size, but I think its more likely that a 1 means a arm/leg/graze whereas 3 means a in your face leveller. A tough ganger (3 wounds) will ignore the arm wound and most bullet rounds but a dead-on from the plasmagun will likely ruin him, whereas a graze might not. This gives the possibility of 3 lame shots from a plasma vs 1 good... which yields more experience? So why would you not be rewarded for the higher-wounding shot? It's a better shot and more likely to provide more experience (even if it was a fluke).

Consider the combat case? From my experience, he who lands the first blow generally lands the second (movies are highly inaccurate). The point is, there are significant dimishing returns in combat, even with a tough opponent. You either have it or you don't so-to-speak.

I guess the point I am trying to make is that from a mechanics point-of-view, there is an inherent bias that seems unnecessary. Not only this but the bias is towards weapons that already have bias from other sources (multi-shooting > multi-wounding because gangers are weak and numerous). From a fluff point-of-view, there is the current explanation, but fluff can often be argued either way.

Still, I'm not really advocating any particular position, just offering suggestions.
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PostPosted: Tue Nov 03, 2009 2:15 am    Post subject: Reply with quote

Adoni-Zedek wrote:
So just to clarify: If you hit someone who has 2 wounds with a meltagun and inflict 5 wounds, you would get 5xp for the 1st wound. Then you’d roll for the 2nd wound. If you rolled a flesh wound, you’d get 5xp. If your 3rd wound resulted in “down” you’d get another 5xp. If your 4th wound was another flesh wound, would you get another 5xp? Or would you say he’s already down, and so you woundn’t get anything? If your 5th wound resulted in out of action, you wouldn’t get any additional xp, as the target was already down, correct?

It would be a definite boost to multi-wound weapons if they were able to earn the user xp on a similar level to sustained fire weapons. They do sort of need a boost so I am leaning towards yes.

In the situation you describe, ideally we would be using the rules I have suggested in the Necromunda 3.0. The wording I would use for that is while a person is down they have 0 wounds, when they recover they are restored to 1 wound. The benefits of extra down results would thus be additional flesh wounds making it more likely to take a person OOA, but not any extra xp.

Adoni-Zedek wrote:
Caelwyn wrote:
Choke
Any fighters hit by a template with the choke special rule must immediately pass a toughness test or go down. This effect lasts until they leave the templates area or it dissipates, upon which time they recover with no lasting effect.
How would you award xp for a choke grenade that takes an enemy down? Do you get anything if they stand back up? If you change "down" to be "Down with a flesh wound," (as discussed in the Necromunda 3.0 thread) you'd get 5 xp for the flesh wound, of course.

I hadn't thought of that before but I am inclined to allow xp for enemies affected by gas you fired as all of them require a roll to be failed in order for the person to be affected (basically a 'to-wound' roll in effect).

Adoni-Zedek wrote:
Caelwyn wrote:
I'm with you on this one, I'm not really in favour of making it more complicated as too much book-keeping can really kill the flow of a game. I, personally, would like to see xp awarded for each wound removed (including templates) and for throwing attacks, and no xp for wounding downed opponents.
Also, xp for hitting, not wounding, but then knocking them off a balcony? I've always thought that was kind of odd.

Yeah thats where the line gets fuzzy and I'm inclined to draw it before that, if you hit but don't wound after that any side effects are not something the fighter really could have foreseen and thus draw experience from. You're shooting at them to wound not to make them dive for cover, fudge it up and fall off the walkway.
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PostPosted: Tue Nov 03, 2009 11:23 am    Post subject: Reply with quote

Caelwyn wrote:
In the situation you describe, ideally we would be using the rules I have suggested in the Necromunda 3.0. The wording I would use for that is while a person is down they have 0 wounds, when they recover they are restored to 1 wound. The benefits of extra down results would thus be additional flesh wounds making it more likely to take a person OOA, but not any extra xp.
Combining this with the Choke grenade, would you get xp for wounding downed multi-wound models who are unharmed other than the effects of the choke grenade?
Just for reference:
caelwyn wrote:
I would like to see a change to the recovery table and the injury table for wounding hits. What I want to do is have a down result on the injury table also inflict a flesh wound, and have 1 on the recovery table just be recover from down.

This would mean that further wounding hits that resulted in a down roll had an applicable effect. Is this an issue that needs looking at?
I must say I am in favor of this rule. It makes it easier to take someone out of action by shooting which, otherwise, can take forever if you can’t get someone to finish them off in close combat. But you still have to dedicate someone to shoot at them until you inflict enough flesh wounds that they go out (which could take several turns if your target is an experienced ganger), so it's not too easy, and you still don’t get xp for hitting the downed ganger. (I apologize if this part belongs in a different thread)
Caelwyn wrote:
Yeah thats where the line gets fuzzy and I'm inclined to draw it before that, if you hit but don't wound after that any side effects are not something the fighter really could have foreseen and thus draw experience from. You're shooting at them to wound not to make them dive for cover, fudge it up and fall off the walkway.
Okay. I can go with that.
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PostPosted: Tue Nov 03, 2009 2:19 pm    Post subject: Reply with quote

Adoni-Zedek wrote:
Caelwyn wrote:
In the situation you describe, ideally we would be using the rules I have suggested in the Necromunda 3.0. The wording I would use for that is while a person is down they have 0 wounds, when they recover they are restored to 1 wound. The benefits of extra down results would thus be additional flesh wounds making it more likely to take a person OOA, but not any extra xp.
Combining this with the Choke grenade, would you get xp for wounding downed multi-wound models who are unharmed other than the effects of the choke grenade?


No, we might need to further expand the rules of choke for clarity or just plain change them, but as they are while down you would not get any xp for shooting them. This makes sense to me if we are letting people gain xp for successfully choking. You have removed them (for a time) as a direct threat, any further shooting would be a tactical capitalization like shooting people who've gone down normally.
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PostPosted: Mon Nov 23, 2009 2:05 am    Post subject: Reply with quote

Okay so six day working weeks and now no reliable internet access has limited my input to this.

Not many votes for changing the ART to be less random subsequent to my asking.

What about changing the way wounding hits award xp. People have made suggestions above about the various instances xp can and can't be gained. Should we look at changing the current system?
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PostPosted: Mon Nov 23, 2009 1:01 pm    Post subject: Reply with quote

Caelwyn wrote:
What about changing the way wounding hits award xp. People have made suggestions above about the various instances xp can and can't be gained. Should we look at changing the current system?
I like the idea of getting xp for each wound inflicted, again with the stipulation that you get no xp for wounding a downed model. For multi-wound hits, roll the result of each wound in order, and once the model is down, you get no further xp for any successive wounds. And for each model affected by a non-direct-damage grenade (choke, hallucinogen, scare, web, etc)
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PostPosted: Tue Nov 24, 2009 2:26 am    Post subject: Reply with quote

yep they work for me. also grant XP's for wounds inflicted via Throwing an enemy.
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