Hello I enjoy discovering OPR. I play with the fantasy rules, especially regiment. But one thing surprises me : the game lethality. I find it heavily lethal. Regiments of 10 figures usually don't last more than one round in melee, and even the winner remains with few stands left. In fact, I use rarely the moral rules as there is often no more fighters to role a moral test. I usually play with dark elves and beastmen. the Furious rule and multi hands weapons may explain that. Indeed, such lethality speeds the game a lot. But I feel a little frustrated as as soon a unit starts a fight, i know that there is very few chance that it will survive or play any role in the next rounds.
Surprisingly, OPR advanced rules provide options for Brutal damages. I was wondering if any options have been tested for the oposit : reduce lethality.
It could be : - rolling a quality test for Parade in melee, before rolling the defense (that would represent the armor). Indeed, that would slow down the game and gives the shooters a big advantage compare to melee fighters. - adding armor options for units (ex : shield for +1 Def, heavy armor...) - rolling higher dices for defense (ex : D10 or D12 for defense role. This dice comes back to D6 if the unit is wandering)
Over there unit are dying after each attack. And as you said Morale rolls are rare, which irks me a bit as well.
On the other hand the classic Morale roll is even more annoying. You failed 1d6 roll and the whole unit is destroyed. Not sure if that was a common impression from whm older edition, but i find it annoying that you keep your units close under the umbrella of heroes Leadership.
If unit have too much Toughness, then there is too many grinding, and the combat feels less exciting. Everyone just stands in same position and nothing change on table. And rolling dice feel pointless, like wearing procedure (like in whm).
==== i personally like the solution when units are on the tougher side, but failed morale roll, replace them to the players edge of the table. Then situation change each round, and its kind of fun. Also you dont need to keep your unit close to heroes, because even if they fail morale, you would be able to used them again (abandoning position is a big penalty already).
==== for your suggestions - adding another roll, will slow down the game a lot. Its nothing wrong when some single unit have some special role. But if you need to roll for Parade for everysingle unit, its getting wearing. - if basic units have more armor, then you end with a situation when most of the units have similar very high save chance. - rolling higher dice, sounds like an annoyance (you need to grab different dice each time). plus there is massive gap in success % between d6 and d12. with d12 there is more than 50% for save even being naked (6+ def).
===== you could try to reduce the amount of attacks. Fewer attacks = fewer wounds = less lethality. f.ex Furious instead of adding more attacks during charge, could increase Quality of attacks during charge. Maths wise its fewer wounds in the end. Dual wield could reduce quality for attacks (from 4+ to 5+) = less hit chance = fewer attacks will land.
To answer my problems, I change few rules and profils : - As for old Warhammer, second ranks mini can only add one attack, whatever their profil - I considered that 5+ is an average quality, rather than 4+. I have recreated my army lists (beastmen, dark elves, wood elves and Angel realms) considering this - I gave the opportunity for certain troups to get heavy armor, adding therefore +1 in defense - Therefore, i have adjusted the cost of the Impact (more expensive) and furious (cheaper) special rules.
My first 2 tests are quite good so far. Loss are still here (no endless fights) but no more carnage in one round. Let's see in the future.