meh, I ignore all the parry/counterattack rules they tend to step in the way of carnage and slow down the game.stubby wrote:A parry is a kind of CC attack against the incoming weapon; the +1 is the standard bonus for a target size of 2" or more.
It's not as important against 2H weapons - if you try to parry against them you'll usually succeed with or without the +1 - but it's essential for close combat between larger creations. If I'm a giant robot parrying a 4" sword with a 4" sword of my own, I need that size bonus to make it possible.
If you don't want somebody to parry your guy with a 2H weapon, hit him with two guys with 2H weapons.
Right now it's just set up for charge attacks with charging weapons; you're not set up for most kinds of swung-weapon attacks when you're running flat out. A sprinting shield bash would probably work though.
Shoves against minifigs successfully disrupt, and you can shove with a shield one-handed, so it's a good strategy for those shield vs shield battles.
BW 2010 feedback
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Re: BW 2010 feedback
3... 2... 1... DRAGONS!
Re: BW 2010 feedback
I used to have a bonus for using a Heavy Weapon two-handed, but I removed it because it didn't really add anything at the time.
Right now the best advantage of having a Heavy Weapon and a bare hand is that you can use the bare hand to Grab somebody before you bash their skull in. It's a great move against an target that's already used up its Counters.
It'd be funny though, now that the Shielded rules are in there, to say something like "Heavy Weapon: Damage 1d + 2; if used two-handed, Damage 1d and ignores one level of Shielding." That'd really give Heavy Weapons the unique flavor they've kind of lacked up until now.
Right now the best advantage of having a Heavy Weapon and a bare hand is that you can use the bare hand to Grab somebody before you bash their skull in. It's a great move against an target that's already used up its Counters.
It'd be funny though, now that the Shielded rules are in there, to say something like "Heavy Weapon: Damage 1d + 2; if used two-handed, Damage 1d and ignores one level of Shielding." That'd really give Heavy Weapons the unique flavor they've kind of lacked up until now.
Natalya wrote:Wtf is going on in this thread?
Re: BW 2010 feedback
You can shove and grapple with the free hand
Re: BW 2010 feedback
NopeRedRover wrote:You can shove and grapple with the free hand
A minifig with a Shield can use it to Shove other minifigs one-handed. Otherwise, any Shove requires the use of two hands, whether they're holding objects or not.
Natalya wrote:Wtf is going on in this thread?
Re: BW 2010 feedback
Who do think you are? The guy that made the rules or something?stubby wrote:NopeRedRover wrote:You can shove and grapple with the free hand
A minifig with a Shield can use it to Shove other minifigs one-handed. Otherwise, any Shove requires the use of two hands, whether they're holding objects or not.
Maybe he can just use his free hand for a playful slap or to throw out some pocket sand
Re: BW 2010 feedback
You can still Grab with one hand though. And I really am liking that shieldbreaking option.
Natalya wrote:Wtf is going on in this thread?
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Re: BW 2010 feedback
That would make knights with broadswords really cool. Or orks with big choppers really cool. To be honest it would make everything wielding heavy weapons two handed really cool like spear walls etc.
It does mean that heavy armor will be a lot more vulnerable and that blocking those heavy weapons makes no sense anymore for normal minifigures.
Would't it mean that heavy weapons become a lot better then two handed weapons though?
It does mean that heavy armor will be a lot more vulnerable and that blocking those heavy weapons makes no sense anymore for normal minifigures.
Would't it mean that heavy weapons become a lot better then two handed weapons though?
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Re: BW 2010 feedback
Against someone who's Shielded, heavy weapons and two-handed weapons would both do the same 1 die of damage. The heavy weapon would have a slightly lower Use rating, the 2H weapon has a much longer reach. So it's a toss-up.
Against someone who's not Shielded (i.e., the majority of opponents), heavy weapons do 1 die +2, while 2H weapons do 2 dice. 2H weapons still have a clear advantage in that case.
There's still an advantage to parrying because Shielding reduces the damage from 1d+2 to 1d. It doesn't seem like a huge difference, but between typical minifigs it reduces the fatality rate by half (from 66% to 33%).
I like the idea of somebody hacking their way through peasants with axe and shield and then tossing away the shield when it's time to face someone in plate armor.
Against someone who's not Shielded (i.e., the majority of opponents), heavy weapons do 1 die +2, while 2H weapons do 2 dice. 2H weapons still have a clear advantage in that case.
There's still an advantage to parrying because Shielding reduces the damage from 1d+2 to 1d. It doesn't seem like a huge difference, but between typical minifigs it reduces the fatality rate by half (from 66% to 33%).
I like the idea of somebody hacking their way through peasants with axe and shield and then tossing away the shield when it's time to face someone in plate armor.
Natalya wrote:Wtf is going on in this thread?
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Re: BW 2010 feedback
It sounds like it could actually be really cool. BTW it wasn't clear to me that you meant that the +2 got cut from the damage when somebody successfully parried.
Make sure the basic minifig weapons don't become to clutter with all kinds of special flavor rules though. Right now each minifig cc weapon already has a couple of extra behaviors and exceptions to keep track of, so you might want to stream line it all a bit to make it easier on the brain.
But I love the idea of using to hands on a heavy weapon to get that extra umph!
Make sure the basic minifig weapons don't become to clutter with all kinds of special flavor rules though. Right now each minifig cc weapon already has a couple of extra behaviors and exceptions to keep track of, so you might want to stream line it all a bit to make it easier on the brain.
But I love the idea of using to hands on a heavy weapon to get that extra umph!
stubby wrote:You were inb4beluga.
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Re: BW 2010 feedback
In: http://brikwars.com/rules/2010/8.htm#2 the example of the ripper blade still says d6 rather than skill dice, and the Jousting Weapons table is still using the old d6s.
The rulebook wrote: Splitting the difference, the player arbitrarily picks a Weapon Size of 4. Where a standard Hand Weapon has stats of Cost:2CP Use:2 Damage:1d6, his Size 4 Melee Weapon now has stats four times more awesome. It costs 8CP, has a Use rating of 5, and does 4d6 Damage.
My keboa5rd =isn't wo5rk=ing ve5ry well at the moment... Exc6use any m=istakes =in my ty-p=ing.(T5r6ust, me =it can get a lot wo5rse than th=is)
Re: BW 2010 feedback
Whoops! Glad you guys are keeping an eye out. I've had the toughest time spotting all the CC damages to correct.CaptainZebra wrote:In: http://brikwars.com/rules/2010/8.htm#2 the example of the ripper blade still says d6 rather than skill dice, and the Jousting Weapons table is still using the old d6s.
I should change the charging weapon attacks to do +1 weapon damage die per MOM, rather than +1d6. That'd mean a whopping 4d10 from a charging Hero, enough to joust effectively against tanks and fortified windmills, so it'd be kind of ridiculous. But against a 4d10 damage roll, an Armor + parry would reduce it to 2d10 instead of zero, which feels a lot more appropriate.
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Re: BW 2010 feedback
This may have been asked before, but do you have any plans to replace the pictures on the Heavy and Gunner stat cards (and any other photographed ones) with paintings? Or are you just going to leave them as photographs?
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Re: BW 2010 feedback
I wouldn't rule it out, but there are a whole lot of things on the to-do list before I get to the stat card graphics. I haven't even made time to fix the stat card stats, and that's needed to be done for ages.
Natalya wrote:Wtf is going on in this thread?
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Re: BW 2010 feedback
It seems like there's a lot left to do but I'm still crossing my fingers for a 2010 release date
Often, literally, a pillow fight but may include similar situations like volleyball, particularly when wardrobe is skimpy and the action is bouncy.
Re: BW 2010 feedback
Just finished bringing chapter 10 up to speed, with some minor polish and updates to chapters 5, H, MC, 7, 8, and 9, mainly related to changing the damage bonus from charging weapon attacks to add more of the weapon's existing die type rather than default d6es.
Chapter 10 updates:
Chapter 10 updates:
- Rules for creatures' ability to manipulate objects. Every Mind automatically comes with either a free pair of arms and hands or a free natural melee attack (like a bite or a kick). The natural attack may have an automatic Grab on a successful hit.
Multitasking and multidexterity are combined now, it was dumb to have them as two separate things.
All SuperNatural Dice are now attached to a specific object or element, called Talismans, despite Whiteeagle's repetitive incoherent objections.
SuperNatural Effects are no longer Size Dependent, although you could probably still use that as a house rule. Now Effects affect a target of up to Size 1" by default, and you have to use Arc or Radius to increase the size of effect. To compensate, notes are given for affecting small parts of large objects and achieving the same results.
And, of course, all the usual minor polish and revisions that accompany any editing pass. I still need a lot more photos for the different SuperNatural sections.
Natalya wrote:Wtf is going on in this thread?


