Interception skill

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wesleytj
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Re: Dice rolling and GW thought

Post by wesleytj »

Cervidal wrote:I recall in some obscure reference made by one of the GW guys in White Dwarf that 3+ rolls are shunned as often as possible. They're looked at as rather wishy-washy when it comes to determining how good something is. Same goes for 5+, it's seen as a poor alternative gap between 6+ and 4+.
It's a shame too...because 3+ is the perfect answer for regeneration. I think 4+ is too weak, and 2+ is way too strong. I've played it that way online a lot and it was just fine at 3+. We had a good undead coach who won a lot, and a lot of ok undead coaches who did ok. They actually stacked up against the rest of the league.

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Relborn
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ST and Regenerate

Post by Relborn »

Personally I think +3 would be a good number for Safe Throw and Regenerate (Especially for undead)

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Mestari
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Re: Dice rolling and GW thought

Post by Mestari »

Cervidal wrote:I recall in some obscure reference made by one of the GW guys in White Dwarf that 3+ rolls are shunned as often as possible. They're looked at as rather wishy-washy when it comes to determining how good something is. Same goes for 5+, it's seen as a poor alternative gap between 6+ and 4+.
Insanity prevails... this is just so stupid, but I'm not surprised to hear this.

The places where 3+ could and should be used (and I've used since I got my first copy of BB rules):
-Safe Throw
-Regenerate
And possibly even
-Pro

These are all coin-tosses or near-certain rolls now. 3+ would make them all so much better.

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Post by plasmoid »

Hi all,
here is a simple suggestion:
Add to pass block skill: gives +1 to intercept roll, and -1 to opponents safe throw roll.

I don't think that more skills that improve your chance of intercepting is a good solution. Very few players will want to burn 2-3 skills slots on becoming good at just 1 thing (which can then be cancelled by safe throw).

Actually, we've played with safe throw at 4+ for a whole year (300 games). General sentiment was that this was a bit too weak. So now we have it at 3+.

Martin :)

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Post by Acerak »

I wouldn't take the new version you're suggesting...unless I got a thrower to like 6 or 7 skills and didn't roll any doubles or upgrades. So who would that leave?

That would leave my throwers, TJ, because I'd be very happy to have a 4+ chance to negate your INT attempt, especially if I had a TRR to burn on the attempt.

And while 3+ has its applications in the game - heck, it's the Gold Standard of dodging, isn't it? - Regenerate is not one of those applications. It shouldn't be easier to come back from a casualty than it is to come back from a KO, plain and simple.

-Chet

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Re: Dice rolling and GW thought

Post by keethrax »

Cervidal wrote:I recall in some obscure reference made by one of the GW guys in White Dwarf that 3+ rolls are shunned as often as possible. They're looked at as rather wishy-washy when it comes to determining how good something is. Same goes for 5+, it's seen as a poor alternative gap between 6+ and 4+.
I always thought this was about the silliest thing I'd ever heard with regard to game design. using all of hte possibilities is hardly wishy-washy in my book. But GW has used this "reasoning" frequently. Might as well play with d4s (not really, but still...)

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Relborn
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Post by Relborn »

Chet:
And while 3+ has its applications in the game - heck, it's the Gold Standard of dodging, isn't it? - Regenerate is not one of those applications. It shouldn't be easier to come back from a casualty than it is to come back from a KO, plain and simple.
what yous said is not exactly true as you compare natural convalescence and physical ability. If you view it from the phisical ability point of view the chances for recovering are always the same (the same regeneration roll for all injuries) so a roll of 3+ wouldn't matter. Of course a player with the regeneration ability would have an advantage over another player when both are knocked out - but that is the advantage of the ability ... right ?

You have also keep in mind that the regeneration ability comes with an hefty disadvantage as players with this skill can't use an aphotecary.(especially undead I would like to mention as balance-wise there is no reason to disallow them having an aphotecary - okay fluff-wise the reason is quite logic but you could rename the aphotecary for them as an necromancer adept who is helping in putting them together again - and voila everything back in-line)

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