Streamlining Armor values

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Maddox
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Streamlining Armor values

Post by Maddox » Wed Aug 19, 2015 12:50 am

So Minifig Armor, 1d6, has been always streamlined to 4, for simplicity's sake.

Has anyone ever tried to do that to all Armor values? That would spare a lot of dice rolling, even though it would make the game a little less random. For example, Heroes would have Armor of 2d6=8 and every 1d10 would be 6, making Armor Structure 2 stuff have 12 Armor and so on. Has anyone tried this before? What do you think of this?
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Re: Streamlining Armor values

Post by IVhorseman » Wed Aug 19, 2015 12:51 am

It'd be great if you wanted a fast and boring game that you can simply calculate from the start.

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Re: Streamlining Armor values

Post by *CRAZYHORSE* » Wed Aug 19, 2015 4:15 pm

/thread.
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Re: Streamlining Armor values

Post by stubby » Wed Aug 19, 2015 8:02 pm

Nah. The armor would be constant, but the damage rolls would still be random. I think this would be fine; you'd mainly just be missing out on funny crit armor rolls.
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Re: Streamlining Armor values

Post by AZKAMAT » Wed Aug 19, 2015 9:00 pm

Maddox wrote:it would make the game a little less random.
Heretical anathema. Watching low probability events occur, both good and bad for individual players, is part of what makes this game unique to play and so enjoyable.

For the record I have never implemented the static 4 armor for basic troops; yes it speeds things up if size 3 or greater explosives are flying around, but I find it makes small-scale infantry engagements stale and boring. I do not mind rolling 1D6's for armor.
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Re: Streamlining Armor values

Post by Gungnir » Fri Sep 04, 2015 12:57 am

If a minifig has a flat armor score of 4, doesn't that make him effectively immune to fire?
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Re: Streamlining Armor values

Post by Maddox » Fri Sep 04, 2015 6:17 am

Gungnir wrote:If a minifig has a flat armor score of 4, doesn't that make him effectively immune to fire?
Rulebook wrote:If a minifig is on Fire at the beginning of his turn, he makes a Burning Roll on 1d4. On a 1, the Fire goes out, and the minifig may continue as normal. On any other roll, the Fire continues burning, and the minifig takes one point of Grinding Damage (7.2: Taking Damage), rendering one limb useless of the minifig's choice.
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Re: Streamlining Armor values

Post by stubby » Fri Sep 04, 2015 2:52 pm

To be honest I thought this system was kind of clever when I cooked it up, since it means fire will always be a delayed kill on normal minifigs, but the rules would be a whole lot simpler if I just allowed bonus dice on d4s like for other dice.

Except they'd always be Bonus d4s rather than Bonus d6es. Because getting a bonus d6 off a d4 seems inappropriate.
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