BW 2010 feedback

Rules questions, suggestions, and discussion

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Robot Monkey
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Post by Robot Monkey » Sat Jan 01, 2011 4:22 pm

dilanski wrote:Or 999999999999999999999999999999999999999999999999999
99999999999999999999999999999999999999999999999999999
99999999999999999999999999999999999999999999999999999
99999999999999999999999999999999999999999999999999999
99999999999999999999999999999999999999999999999999999
99999999999...


+1

:byzero:
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stubby
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Post by stubby » Sat Jan 01, 2011 7:50 pm

Tzan wrote:When I first read AstroBindingSubstance, I thought hmmm well not great but not horrible. Then you changed it to a word I don't remember now, then you changed it to this.

I have no idea what ablogical is. It is a web site, but not a real word.
Yeah I never liked any of those previous ones, Astro- was too space-specific. But ablogical sounds just nonsense enough to capture that spirit I'm looking for. "Ab-," meaning "away from," and "-logical," meaning "having an orderly, logical, and aesthetically consistent relation between events and conditions." It makes things happen the opposite of the way you think they're supposed to. :house: I'm a genius
*CRAZYHORSE* wrote:Stubby as much as I like the idea this would increase damage allot.
What does this mean? Is that an abbreviation for allotment?

It's not increasing damage by any significant amount, Damage Rolls already have exploding dice and have had them since at least BW2005. Rolling a 6 on a Skill 1d6 isn't significantly more likely than rolling a 6 on a Damage 1d6. There's a difference in that Skill can only ever have one die, and so can only have one Bonus Die at a time, while Damage can have lots of dice.
*CRAZYHORSE* wrote:Also this brings up a question:
Let's say an angry robber gang of 6 minifigs wielding pistols starts shooting at an armored stagecoach with an armor of 1D10.
Do you then do:

6D6 vs 1D10 or (1D6 vs 1D10)x6
Also this brings up a question: what are you talking about? Is this question even related? Read the rules about Combined Fire and then get back to me about what you're actually trying to ask, because right now this question sounds dumb.
Silent-sigfig wrote:Last day for 2010 rules.
Oh yeah, sorry about that. I've been in Arizona for the past week, stuck in a boneriffic snowstorm while the laptop was in Vegas. I'm sure I'll get back around to it eventually.
ikensall wrote:Lol. Oh well, next time stubhawk wants to make a rulebook he should start it about two to five years before it's intentional release.

As for now the fact that it wasn't completed in 2010 doesn't matter that much. Besides it was started in 2010 and that all that matters.
I started this one in 2007, these things take a while. *I* had a playable version in 2010, so that's the number it got. Whether or not you guys had one is your problem.

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stubby
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Post by stubby » Sat Jan 01, 2011 10:30 pm

Rev. Sylvanus wrote:After a read-through, it seems totally disadvantagious to use anything but a d6 (+modifiers) for the skill rolls of any unit if overskill is left as is. I don't know if it is game-skewing necessarily, but my d8 and d10's are now sad.
Rev. Sylvanus wrote:Question: if a squad leader w/ d8 skill overskills his attack, does that mean d8 damage is being added, or just another d6?
Wait, I didn't give this idea enough credit when I read it the first time. This would definitely help balance out the lower frequency of Overskill on the higher Skill dice levels. Roll a 10 on d10, get an extra d10. But any further exploding dice off of that would still be d6es I think. :house: you're a genius

Wait, new question now. If a Hero adds a d10 to his Damage, does it automatically become an Explosion d10? Because that would be pretty sweet.

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Rev. Sylvanus
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Post by Rev. Sylvanus » Sun Jan 02, 2011 12:24 am

stubby wrote::house: you're a genius

Wait, new question now. If a Hero adds a d10 to his Damage, does it automatically become an Explosion d10? Because that would be pretty sweet.
Genius borne out of utterly misunderstanding crit success rolls; maybe I should actually read the pertinent sections of the rule book.

I'd say yeah, try that. Overskilling allows the addition of 1 die identical to that used for the skill roll (if above d6), all additional crits are still +1d6, and that odd die out is actually explosive damage 8)

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Silent-sigfig
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Post by Silent-sigfig » Sun Jan 02, 2011 1:12 am

Exploding die=exploding damage.

:csi:
BFenix wrote:
Silent-sigfig wrote: :dog:
Coolest 1000th post ever :D

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Post by *CRAZYHORSE* » Sun Jan 02, 2011 6:38 pm

Oke Stubs I read a bit better and I get it now.

Just one more question, What happens when you use 2D6-2 instead of a 1d10 and roll a 3, is that a critical failure.
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Post by Warhead » Sun Jan 02, 2011 7:07 pm

Yup, that's how it works mate.
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Post by RagnarokRose » Sun Jan 02, 2011 9:50 pm

No, it's not. Critical fails only happen when you roll a natural 1.
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Warhead
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Post by Warhead » Sun Jan 02, 2011 10:09 pm

and if you are using 2D6-2 (3-2=1) IS a fuckin natural ONE in this instance for all intents and purposes, and I'd boot the livid shit out of any games lawyering motherfucking son of a wormy hoe that said any different. Your reading this like it was a 40K codex. Get with the spirit of the freakin' game and stop being the kind of gamer that I try to avoid.
Chapter 1 Gameplay Brikwars Rules 2010 wrote:BrikWars has a lot of rules. If the mandatory education system has had the chance to get its hooks in you, then you'll respect the authority of those rules, because they're all written down in a book, and some of them are capitalized. If things went so badly that you ended up going to college as well, then you'll probably not only shackle yourself to those rules but also then try to lovingly twist them to your own ends, weaseling out loopholes and exploits to cleverly frustrate the other players and ingeniously prevent fun for the entire group.
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Post by aoffan23 » Sun Jan 02, 2011 10:27 pm

Warhead wrote:Raig.
:my floppy penis:

Also, it's not a natural 1 if it's modified. Hence the "natural" part.
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Tzan wrote:
Quantumsurfer wrote:I generally agree with Tzan
Warhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.
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Warhead
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Post by Warhead » Sun Jan 02, 2011 10:39 pm

Ok, ok, I have a lot of past issues with players trying to use the rules to weedle and canive for their own ends, mostly people who also play 40K. Sorry Ross.

Elmagnifico has been spelling it out to me on Chat. I think I get it now. So the likelyhood of crits (good or bad) increase with the number of dice rolled?
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Post by Keldoclock » Mon Jan 03, 2011 2:40 am

Yeah. It's an incentive to build big guns as opposed to small ones, because everyone knows big guns are badass.
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stubby wrote:omg noob, balrogs are maiars too, don't you know anything

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stubby
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Post by stubby » Mon Jan 03, 2011 2:44 am

Warhead wrote:So the likelyhood of crits (good or bad) increase with the number of dice rolled?
Nope. Good crits are more likely with more dice rolled, since any individual die can grant bonus dice. Bad crits are less likely with more dice rolled, since all the dice have to roll ones, not just one of them. That's why, ideally, I'd rather keep all Skill rolls to one die only, to stack the odds properly.

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Warhead
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Post by Warhead » Mon Jan 03, 2011 7:11 am

:oops: Ah, nuts. Yeah Elmagnifico later hit me around the head with that one too, thanks. I'm horrible at reading instructions, more of a Monkey see Monkey do sorta' guy. D'uh.

Savvy players must manipulate the crap out of this. These sort of things soon become the norm as everyone follows suit just to keep up.
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Keldoclock
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Post by Keldoclock » Mon Jan 03, 2011 8:13 am

Ah, the glorious power of
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stubby wrote:omg noob, balrogs are maiars too, don't you know anything

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