BW 2010 feedback
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Re: BW 2010 feedback
Regular die rolls are subject to standard critical rules: any die that hits its highest number gets a bonus +1d6 to that roll only, except for d4, which only gets a bonus +1d4. This applies to stuff like Skill and Damage and Armor, etc., although I'm thinking of removing it for skill because the overskill bonus supersedes it.
SuperNatural die rolls are special: rather than a standard bonus d6, any die that hits its highest number gets a bonus die of the same die type, but it must be applied to the same aspect of the SN effect it was rolled for. A range die can only earn more range dice, etc.
Skill dice that roll 6 or greater can also get an overskill benny, which can be used in different ways to benefit the action that is being rolled for.
So, for instance, let's say I'm an Officer (skill d8) throwing an Explosive (damage 1d10). I roll an 8 on the attack roll, so I get a critical success and an overskill. The crit lets me add +1d6 to the skill roll, but I already hit my target with the roll of 8, so the +1d6 doesn't matter.
The overskill lets me add one die of the Explosive's damage type, so it's now a 2d10 explosive. I roll an 8 and a 10 for the damage. The 10 is a crit success, so I can add another +1d6 to the same roll. I roll a 6 on that +1d6 (I am rolling incredibly well for the purpose of this example). That earns me another bonus d6 off the first bonus d6, but I decide that I've done enough damage already, so I save it as a Charmed Die and now my Officer has a SN d6 with the cliche of being an exceptionally good officer.
SuperNatural die rolls are special: rather than a standard bonus d6, any die that hits its highest number gets a bonus die of the same die type, but it must be applied to the same aspect of the SN effect it was rolled for. A range die can only earn more range dice, etc.
Skill dice that roll 6 or greater can also get an overskill benny, which can be used in different ways to benefit the action that is being rolled for.
So, for instance, let's say I'm an Officer (skill d8) throwing an Explosive (damage 1d10). I roll an 8 on the attack roll, so I get a critical success and an overskill. The crit lets me add +1d6 to the skill roll, but I already hit my target with the roll of 8, so the +1d6 doesn't matter.
The overskill lets me add one die of the Explosive's damage type, so it's now a 2d10 explosive. I roll an 8 and a 10 for the damage. The 10 is a crit success, so I can add another +1d6 to the same roll. I roll a 6 on that +1d6 (I am rolling incredibly well for the purpose of this example). That earns me another bonus d6 off the first bonus d6, but I decide that I've done enough damage already, so I save it as a Charmed Die and now my Officer has a SN d6 with the cliche of being an exceptionally good officer.
Natalya wrote:Wtf is going on in this thread?
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Re: BW 2010 feedback
Okay so it isn't that OP according to the statistics but I stil feel it could use some simplification or streamlining at least. It just seems a bit weird to me now that rolling a critical succes means almost nothing now compared to rolling overskill even though it's way harder to get a critical succes roll.
The critical succes roll can basically be ignored most of the time now, which is weird because it is called a critical succes. It also made more sense in my mind when there was only one bonus die rolling system and you could convert your bonus die into overskill die instead of there being two seperate criteria for when you get which kind of bonus die.
In my opinion what you have now are two separate different rules that could easily be turned into a single rule. Less text and less information crowding in my mind equals a more streamlined play and a greater accessibility. I know it's just a minor thing, but these kind of things stack up over the length of the whole book and do make a difference in the end.
Sorry for the wall of text
The critical succes roll can basically be ignored most of the time now, which is weird because it is called a critical succes. It also made more sense in my mind when there was only one bonus die rolling system and you could convert your bonus die into overskill die instead of there being two seperate criteria for when you get which kind of bonus die.
In my opinion what you have now are two separate different rules that could easily be turned into a single rule. Less text and less information crowding in my mind equals a more streamlined play and a greater accessibility. I know it's just a minor thing, but these kind of things stack up over the length of the whole book and do make a difference in the end.
Sorry for the wall of text
stubby wrote:You were inb4beluga.
Re: BW 2010 feedback
I kind of agree with this.*CRAZYHORSE* wrote:Okay so it isn't that OP according to the statistics but I stil feel it could use some simplification or streamlining at least. It just seems a bit weird to me now that rolling a critical succes means almost nothing now compared to rolling overskill even though it's way harder to get a critical succes roll.
The critical succes roll can basically be ignored most of the time now, which is weird because it is called a critical succes. It also made more sense in my mind when there was only one bonus die rolling system and you could convert your bonus die into overskill die instead of there being two seperate criteria for when you get which kind of bonus die.
In my opinion what you have now are two separate different rules that could easily be turned into a single rule. Less text and less information crowding in my mind equals a more streamlined play and a greater accessibility. I know it's just a minor thing, but these kind of things stack up over the length of the whole book and do make a difference in the end.
Sorry for the wall of text
How about, every time a die rolls its highest face, you get a free d6 to add to a pool. And you can spend those dice whenever it's convenient.
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Re: BW 2010 feedback
Well - I haven't actually added any new complexity, I just changed the focus. I've changed "if you get a critical success on a skill roll, you can turn it into an overskill" into just "you can get an overskill on a skill roll (which you can still use exactly like a critical success if you want)." It makes it a one-step system instead of two.*CRAZYHORSE* wrote:Okay so it isn't that OP according to the statistics but I stil feel it could use some simplification or streamlining at least. It just seems a bit weird to me now that rolling a critical succes means almost nothing now compared to rolling overskill even though it's way harder to get a critical succes roll. In my opinion what you have now are two separate different rules that could easily be turned into a single rule. Less text and less information crowding in my mind equals a more streamlined play and a greater accessibility. I know it's just a minor thing, but these kind of things stack up over the length of the whole book and do make a difference in the end.
Nah. The rolls work exactly the same as they were before, 90% of the time. Any roll that isn't a skill roll is handled exactly the same as before. Any roll that is a skill roll on a d6 is exactly the same as before - an overskill on a 6 either way. Any critical success on a skill roll on that rare unit with a skill of d8 or a d10 is also exactly the same as before - an overskill on a crit, either way. The only time there's any difference at all between the new overskill system and the previous one is if your roll is a skill roll, and the unit's skill is a d8 or a d10, and you get a 6 or a 7 on the d8, or a 6-9 on the d10. Every other die result for every other roll has exactly the same result as before.*CRAZYHORSE* wrote:The critical succes roll can basically be ignored most of the time now, which is weird because it is called a critical succes.
So, in-game, it's pretty rare that there's any difference from the overskill system that we had before; it's just enough that higher-skill units get a bonus more often than lower-skill units, instead of vice versa. It just didn't make sense that the generic minifig with skill d6 was getting skill bonuses more often than the Hero with skill d10.
Nah. Before, there were two systems: one for rolling crits, and one for converting crits into bonus dice. Now there are also two systems: one for rolling crits, and one for rolling bonus dice. I think the new system is actually simpler, since it's fewer steps.*CRAZYHORSE* wrote:It also made more sense in my mind when there was only one bonus die rolling system and you could convert your bonus die into overskill die instead of there being two seperate criteria for when you get which kind of bonus die.
Natalya wrote:Wtf is going on in this thread?
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Re: BW 2010 feedback
Okay that was quite a convincing post. I still feel like rolling a 10 on a d10 skill roll should yield a better result then rolling a 6 on that same die.
stubby wrote:You were inb4beluga.
Re: BW 2010 feedback
I'm not ruling it out. I kind of feel the same way, but it's another layer of complexity on a system that's already more complex than I'd like. So I'm keeping it in the back of my mind while I'm pushing ahead with chapter 11 stuff.
Right now the plan is to finish up the initial draft of ch. 11, then turn around and do example supernatural effects for each of the aspects in the SN section, and possibly adding Area as either its own aspect or a sub-category of Range.
Right now the plan is to finish up the initial draft of ch. 11, then turn around and do example supernatural effects for each of the aspects in the SN section, and possibly adding Area as either its own aspect or a sub-category of Range.
Natalya wrote:Wtf is going on in this thread?
Re: BW 2010 feedback
Is the Charmed die permanent? I feel like it should be a one time use kinda thing
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Re: BW 2010 feedback
This thread has been killing me.Zupponn wrote:If you die in the game, you die in real life.
Finally the voice of reason has stepped in.
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Re: BW 2010 feedback
Trying to hard to avoid these puns?
No dice.
No dice.
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Re: BW 2010 feedback
This one's going to be totally open to house rules. (Just like everything else, obv.)RedRover wrote:Is that die permanent? I feel like it should be a one time use kinda thing
But I wonder if tying it to a talisman unbalances it. Part of what makes the Charmed Dice funny is that the power-up goes to a completely random unit, but if it's a talisman then it could be traded to someone not so random and then it isn't funny anymore. Maybe charmed dice shouldn't be bound to objects after all.
And really, if you're getting a charmed die on 1 out of 36 rolls (or so; depends which dice you're rolling) then you'll be getting at least a couple in every battle. Maybe it should be a one-use bonus, to prevent them piling up.
Natalya wrote:Wtf is going on in this thread?
Re: BW 2010 feedback
I think granting a permanent die would be overpowered. A one time use to a random unit sounds like it has the potential to be hilarious
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Re: BW 2010 feedback
stubby wrote:This one's going to be totally open to house rules. (Just like everything else, obv.)RedRover wrote:Is that die permanent? I feel like it should be a one time use kinda thing
But I wonder if tying it to a talisman unbalances it. Part of what makes the Charmed Dice funny is that the power-up goes to a completely random unit, but if it's a talisman then it could be traded to someone not so random and then it isn't funny anymore. Maybe charmed dice shouldn't be bound to objects after all.
And really, if you're getting a charmed die on 1 out of 36 rolls (or so; depends which dice you're rolling) then you'll be getting at least a couple in every battle. Maybe it should be a one-use bonus, to prevent them piling up.
Since minifigs can only be a talisman for one SN dice, maybe only non-supernatural minifigs can be charmed?
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Re: BW 2010 feedback
I think a limit of one per minifig is perfect because it forces your supernatural unit to have all these ridicules items with him the more powerful he is. Which makes sense because in pop culture the more powerful a supernatural being is the more ridiculous they look.
stubby wrote:You were inb4beluga.
Re: BW 2010 feedback
Plus if you want a fig to have more dice attached, you can just give him a cape, hat, gloves, ect. I think more than 3 dice on a fig is too much.



