10th May

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Re: 10th May

Postby Ray » Tue May 10, 2016 9:33 am

I think maybe there is a level of misunderstanding as to how big my changes will be. I'm not so much applying small changes to the necromunda rules, as rewriting the entire thing. No point really talking about stat changes because the stat line will be completely different anyway. The only things I want to keep are the background and intended feel of the game. I'm hoping to end up with my rules being to necromunda as kings of war is to warhammer fantasy, that is to say a much more tactical game with the same sort of feel but completely different rules.
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Re: 10th May

Postby Tom » Tue May 10, 2016 9:49 am

JAC wrote:
Ray wrote:I'm not aware of Jon brewing anything, but he has made a lot of useful suggestions. I am trying to write something that fits the background of necromunda but is more the style of game that I would prefer to play. Necromunda feels like it has a few too many holes at this point. It's still fun, but I would prefer for more of the games feel like an actual game has been played.


Alas Tuesday is my wedding anniversary so won't be down, maybe the week after Ray.

Also I was thinking maybe if you're going to use the necromunda houses maybe you could change the starting stats to make them seem like the houses so you could have:
Van Saar +1bs to match their shooty techno nature.
Probably too strong. Given they're already considered the strongest gang due to Techno skills maybe a softer non-stat bonus. Like no ammo roll for the first 6 rolled each game?
Escher could be +1ws to show their better in combat.
Seems reasonable.
Delaque could be +1i to show they're cunning.
Seems a bit weak unless they have an advantageous skill set.
Goliath could be +1s&t but -1i to represent their bulk.
Odd to be the only one with a penalty, but given the value of a flat +1T across the gang I think they might need pulling back even more.
Cawdor could be +1ld to represent their faith.
I can't decide if this is a bit weak due to it's lack of use in killing people, or if the all-or-nothing game ending nature of the bottle roll makes it worthwhile.
Orlocks could be +1s to show they're the worker house.
Doesn't quite seem to fit. As the 'vanilla' gang maybe they should get base stats but another bonus. Can hold an extra territory?


You can never tell until you play test, but my gut feeling agrees with Dave that +1BS gang will straight up slaughter all challengers due to Necro's heavy shooting bias. Thoughts in red above.
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Re: 10th May

Postby JAC » Thu May 12, 2016 7:29 am

Ray wrote:I think maybe there is a level of misunderstanding as to how big my changes will be. I'm not so much applying small changes to the necromunda rules, as rewriting the entire thing. No point really talking about stat changes because the stat line will be completely different anyway. The only things I want to keep are the background and intended feel of the game. I'm hoping to end up with my rules being to necromunda as kings of war is to warhammer fantasy, that is to say a much more tactical game with the same sort of feel but completely different rules.

I understood that was your plan, perhaps I could have worded my post better to show I was using the current stat line as a way to illustrate it. Although it could be fun to see how these changes work in principle in actual necromunda, with some tweaks like Tom suggested.
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