I thought about this possible follow-up post as soon as I wrote the original.Tzan wrote:Cut the people?
BW 2010 feedback
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- Zupponn
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Re: BW 2010 feedback
Re: BW 2010 feedback
The Rider and Pilot cards have now been updated to reflect the new rules.
Natalya wrote:Wtf is going on in this thread?
- IVhorseman
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Re: BW 2010 feedback
I'm loving the diagrams all over chapter nine. The funky perspective on the dreadnut jumping has all the glory of something from a high-schooler's sketches in the margins of half-taken notes. They're fun, cartoony and very efficient at describing the propulsion types they talk about.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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Re: BW 2010 feedback
I guess we are soul mates now?Zupponn wrote:I thought about this possible follow-up post as soon as I wrote the original.Tzan wrote:Cut the people?
When should I expect the dramatic story?
Also:
The scrolly image in the MC chapter was working fine on my extremely old Firefox version, like 12.
I updated recently, v 30, now the very cool scrolly image is busted.
It gets smeared.
Re: BW 2010 feedback
But how will I be able to justify bring Grillions of Battle Droids for the price of a single Squad?stubby wrote:Yep. For example: CP. I can't WAIT to axe the fuck out of those.Zupponn wrote:Do you ever just see people keep ignoring rules in forum battles and figure that you need to cut them?
Re: BW 2010 feedback
I feel that SN dice are overpowered in that you can buy an unlimited number of them. I once spent about 100 CP on SN dice on a single creaton, and accidentally managed to hit the front of my opponents army from across the room. He capitulated turn 2.
What Mavericks sig is missing:
Silvawards 2013 wrote: Best Noob
Nominees
-Nimja
-Maverick
Winner: Maverick
Re: BW 2010 feedback
Minifigs are overpowered too, you can also buy an unlimited number of them.
You rolled that many dice and none of them turned against you?
What was your creation's cliche?
You rolled that many dice and none of them turned against you?
What was your creation's cliche?
Another thing to cut: justifying things.Whiteagle wrote:But how will I be able to justify bring Grillions of Battle Droids for the price of a single Squad?
Natalya wrote:Wtf is going on in this thread?
- IVhorseman
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Re: BW 2010 feedback
Battle Droids are non-living constructs.Whiteagle wrote:But how will I be able to justify bring Grillions of Battle Droids for the price of a single Squad?stubby wrote:Yep. For example: CP. I can't WAIT to axe the fuck out of those.Zupponn wrote:Do you ever just see people keep ignoring rules in forum battles and figure that you need to cut them?
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: BW 2010 feedback
If I made them Constructs, they'd be even MORE costly AND functionally double their health...IVhorseman wrote:Battle Droids are non-living constructs.
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Re: BW 2010 feedback
I've done a couple of battles now using loads of SN Dice. I find that the cliche limits them significantly. Over time, moreso than I originally thought they would. This is especially true if you build a cliche that isn't super broad (superhero vs. ice powers, for example). To top that off, I find that specific restrictions like that one still allow you to creatively explore the idea while forcing you to think outside the box. Same as heroic feats (though this is true more with them than with SN Dice). Typically, I find myself using a similar tactic with SN Dice over the turns of the game, whereas I want my Heroic Feats to be as unique as possible from turn to turn. Just a difference in perspective when approaching the systems.
I find myself ignoring the elemental descriptors of the dice, because I've used them for a diverse array of concepts and the elemental descriptors can be a little too limiting in that regard. However, if you include them alongside the cliche restriction, it brings their power level down quite a bit. d4s are usually the most powerful to buy in bulk but if the cliche isn't fire (or acid, poison, that kind of thing) related, you find yourself barred from purchasing those dice and have to spend more and more on SN Dice.
This leads to the classic "eggs in one basket" situation. All it takes is one bad roll and all that CP vanishes in a puff of smoke. Losing the unit isn't so bad but spending a chunk of your fighting force on stuff you don't get to use in cool ways kind of is. Even more horrifying is the distinct possibility that you'll be boring. Any game's rules can be twisted to make you, as the player, boring. What makes you a good player is choosing not to do that. Turn after turn of Knights of the Round ain't fun for anyone.
This last thought leads me toward spreading the SN Dice around a bit. I can do more cool things on my turn that way and the CP is better spent. My problem now, if it is even a problem, is that SN Dice have become quintessential to every game I play. They can cover any mechanics not already covered elsewhere in the game. Even non supernatural stuff often sees their use. Like, say, a superspy with intense amounts of training and experience.
My solution for this, so far, has been to just not buy massive quantities of SN Dice unless the scenario calls for it and I have lots of other things in place to help counteract them.
I find myself ignoring the elemental descriptors of the dice, because I've used them for a diverse array of concepts and the elemental descriptors can be a little too limiting in that regard. However, if you include them alongside the cliche restriction, it brings their power level down quite a bit. d4s are usually the most powerful to buy in bulk but if the cliche isn't fire (or acid, poison, that kind of thing) related, you find yourself barred from purchasing those dice and have to spend more and more on SN Dice.
This leads to the classic "eggs in one basket" situation. All it takes is one bad roll and all that CP vanishes in a puff of smoke. Losing the unit isn't so bad but spending a chunk of your fighting force on stuff you don't get to use in cool ways kind of is. Even more horrifying is the distinct possibility that you'll be boring. Any game's rules can be twisted to make you, as the player, boring. What makes you a good player is choosing not to do that. Turn after turn of Knights of the Round ain't fun for anyone.
This last thought leads me toward spreading the SN Dice around a bit. I can do more cool things on my turn that way and the CP is better spent. My problem now, if it is even a problem, is that SN Dice have become quintessential to every game I play. They can cover any mechanics not already covered elsewhere in the game. Even non supernatural stuff often sees their use. Like, say, a superspy with intense amounts of training and experience.
Actually, yes, in my case. But it wasn't a significant deterrent. Successes, Crits, and normal failures (if possible) combined account for a far greater probability in the rolling than do Fumbles. At lower numbers of dice, Fumbles are much more dangerous. Even one turning against you can cause you to fail. But at much higher numbers of dice, a few Fumbles aren't enough to counteract the overwhelming force presented by all the other successes, even when they crit.stubby wrote:You rolled that many dice and none of them turned against you?
My solution for this, so far, has been to just not buy massive quantities of SN Dice unless the scenario calls for it and I have lots of other things in place to help counteract them.
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Re: BW 2010 feedback
They will be right up until the rulebook is finished, or so goes the plan. Personally, I think the Unit-inches system will work just fine once the kinks are worked out on how to fit customization-points in for the nitty gritty details without calling them CP.Voin wrote:stubby wrote: Yep. For example: CP. I can't WAIT to axe the fuck out of those.
I would ask that those at least be left as an option - it makes balancing armies and resource-oriented campaigns so much easier.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
- Zupponn
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Re: BW 2010 feedback
Recently, I noticed that the older statcards
put the 1 before the d6 in the skill area, but the newer statcards
do not. I know that there's no difference, but it might be a good idea to stick to one way or the other for consistency.
put the 1 before the d6 in the skill area, but the newer statcards
do not. I know that there's no difference, but it might be a good idea to stick to one way or the other for consistency.
Re: BW 2010 feedback
The older statcards are from before I decided that all Skill levels have to be a single die, no exceptions. Back when Skill could be something like 1d6-1 or 2d4 or something, it needed the number. But now that's all disallowed completely.Zupponn wrote:I know that there's no difference, but it might be a good idea to stick to one way or the other for consistency.
Natalya wrote:Wtf is going on in this thread?
Re: BW 2010 feedback
I've got a similar thing coming up (sort of) with a Chapter 11 unit, probably to be called the Assistant, who increases a Specialist's specialty die size +1. Originally intended to serve as nurses to a Medik, but extendable to any other Specialists who happen to be around.
I may also be rolling them into the Technician, who can mimic the Specialty of any allied Specialist in the battle, but with only 1d4 Skill. It kind of makes sense to roll those two into a single unit.
I may also be rolling them into the Technician, who can mimic the Specialty of any allied Specialist in the battle, but with only 1d4 Skill. It kind of makes sense to roll those two into a single unit.
Natalya wrote:Wtf is going on in this thread?