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Post by Lagi on Dec 27, 2020 16:01:35 GMT
I think the OPR are fantastic, it keep the core of miniatures wargames and cut all the bloat. I was thinking about streamlining the rolls even more, by removing attack rolls.
During attack player roll the attack dice on his own Quality. Basically he randomise amount of dice for defence check.
f.ex. 10x Foot knights with Qua 4+; would statistically make 5 dice to check on enemy defence. f.ex. Lord with 3 attack at Qua 3+; statistically make 2 hits.
this way Foot Knights will roll only once 5x dice trying to overcome their opponents Defence, and each success would be wound.
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ofc. it is no way compatible with current rules. F.ex. separate model are doing the hits, not an unit as a whole.
some special rules could look like that:
Rending - each "6", deal additional wound that ignore Regeneration. Poison, - reroll every "1" Furious - roll 1 dice more, when charging
Phalanx - each opponents roll of "1", deal to them 1 wound. Testudo - increase +1 Defense against range attacks. Stealth - reroll every opponents "6", against range attacks.
in general: "each result 6 grant... ", "each result 1 grant...", "reroll 6", "reroll 1", "increase/decrease Defense, (AP)".
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Post by onepagerules on Dec 27, 2020 17:36:59 GMT
I think it's a cool idea, and definitely something worth pursuing for a future game. I've played some games where you only roll on the target's defense,, and it was cool!
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Post by Lagi on Jan 1, 2021 14:39:33 GMT
thank You for kind words. I just tested my idea, and it is more harmful than beneficial.
[+] *the game "feels" little faster and less wearing. Because you roll less. *when you have hero in unit, you can add both attacks. Or when Knights are attacking you can add impact together.
[-] *it scrap the current gamerules (there is massive amount of small rules that modify the hit chance) *it dont "feels" right. You except to hit and wound on separate rolls. Quality stats feels oddly less significant. *its too deterministic. like chess. I calculate in my head outcome of charge before it happen ("i should inflict 2 wounds"), and any deviation feel very punishing that wreck my plan ("WHAT only 2?! it need to be 3 hits"). The expected outcomes are 1,2 or 3. All this math in memory, is more load on the brain, than this extra roll. With randomise amount of hits, the battle are much more uncertain.
------------ i think now there are better places to search for rule improvement than removing attack rolls.
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Post by andyskinner on Jan 11, 2021 16:31:36 GMT
Epic 40K did this. You looked up your total firepower on rows on a table, with columns being various fractions of the total firepower, depending on cover and similar. Then you roll that number dice vs armor of defending units.
I often tried to switch back to dice, but not all the columns were multiples of 1/6. It didn't seem elegant to me, but it worked.
andy
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Post by Lagi on Jan 12, 2021 19:21:21 GMT
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Post by scottrick on Feb 23, 2022 14:51:27 GMT
Its an interesting idea! I feel like it would help with large points games (3k+)
I love this game lets make it even better
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