Bolus |
Surprised I didn't put it in Bolus' profile. It was 3
Now it's 13.
But I think the regiment had a Naive quality right? That means the initial roll should be doubled to 6. Which would make it 16.
Let me know which and I'll track it.
Cmd-Keen Commissar |
I think your math on the medicae tests is a bit off Liam.
Your basic roll should be Int+40 -> vs 89
medicae+10
Master Chirurgeon+10
Medikit+20
(unless you're saving the medikit for some reason of course)
-10 for most of us because we are heavily damaged for +30
-10 per Crit damage so +0 on Bolus and +10 for Pete I think
(And not to jinx it but healing crit in a muddy hole usualy would add an additional -10 for bad work environment, might want to prepare something somewhat sterile to work on =3)
Also the smallest amount you can heal for is 5, because the basic 'success' is already the first DoS in OW
Liam McGregor |
Huh, there were some things in there I missed, like the medkit.
And I do cop to forgetting that we get one degree of success "for free" as it were.
So, that would make the total 5 for Bolus and 6 for Pete then I guess.
The Ghost of War |
Meh, something needs to be done about that plasma damage. It's just so weak, really.
Near-Max damage ON THE HEAD and it does not even dropped the Ork into the beginning of the criticals.
...
The more I see, the more it itches me to write a complete rework of weapon stats ^^
At the very least plasma weapons should have a felling and probably some proven property. I mean these are the sort of weapons that are able to reliable kill a space marine or HURT a big Tyranid form after all.
Aurius Thantus |
Yeah...but its also a Plasma Pistol so I'm fine with it being not as strong as a plasma cannon.
If anything, it should have a Melta-Type rule but for flesh.
IE:
If the targets AP on the location hit is entirely negated or the location has no armour, add 1d10 damage.
Or something.
The Ghost of War |
All in all it bowls down to the Question Fluff/Realism vs. Gameplay.
If we go down that route, we will quickly get weapons that easily reduce any guardsmen / normal human to nothing but ash-in-the-wind - or a bloody mess at the wall.
I want to hear some voices from your side about that.
Are you "o.k." with that kind of lethality?
That is, if you get hit by a melter/plasma weapon/ugly-Xeno-Techsorcery and your FP's are depleted, your quite probably 6-feet under / re-rolling a character.
Pros:
- Grim-Darkness
- Fluff/Realism
- Better ways to take down really tough foes with the respective weaponry
Cons:
- increased Lethality
- Your snowflake character is likely to die even quicker
- Lots of new 'rules' / weapon stats
For the sake of gameplay, I may give away permanent FP more readily for awesome actions / survival of very dangerous encounters, so your snowflakes will have a higher chance of survival if we go that route.
Personally I would love to go that way ... but I'm not a player here and I don't want to enforce that on you if the majority is against it - at least for now ;-)
Also note that such a change will not take effect for several months, since my timetable is severely crowded at the moment and such a huge change will require some serious number crunching and 'simulating' from my side. Not before November for sure, probably not before early next year.
Cmd-Keen Commissar |
Well I went into this expecting to have rerolled my 5 spare characters at least twice by now so I'm quite fine with more lethalty.
There ARE situations in a fight were the only thing left for you is to die. Which is why the agap chars have such healthy levels of paranoia, as to not get into those situations.
Probably going to take a while until we can acuire that ourselves IC and OC but it does sound fun ; 3
Plus if we can somehow manage to keep the surprise on our side then more lethalty = less retaliation. Corpses don't shoot back.
Aurius Thantus |
If my Character, who is wearing what is essentially a Tshirt with regards to personal protection in 40k, gets shot by a gun that fires of, what could be equated to, a miniature sun and it hits him just right, then I would have 0 problems with him either instadying from shock, his head/torso being reduced to ash or just losing a limb if we're being generous.
A Melta Weapon should turn anything that isn't a Dreadnought or Marine in TDA into swiss cheese.
Hell, if a Conversion Beamer, at full strength and aimed properly, doesn't either turn a whole squad into atoms and/or take a CHUNK out of a land raider, it would break my immersion moreso than if it did.
I'm all for it if others are but I'm content leaving things as they are if others aren't comfortable with our characters being reduced to ash on a more frequent basis :p
Choon the Expendable |
A concern of mine with advanced lethality is the down time between death and the next mission. Unless we move more into the massed infantry side of things I am concerned about not having regular reinforcements.
That being says, we are supposed to die horribly, right? That was the premise of the game. I don't mind rolling up generic guardsman #TK421 and seeing who makes it. This is the chapter "Darwinian Character Creation" after all.
The Ghost of War |
That's a valid concern, Choon.
In almost every circumstance there will be allies npcs around you could take control over. Probably not a specialist or something special, but at the very least Guardsmen#537ad-381 with his trusty lasgun and balls of steel. That you can take control over for the time being. To do not take away the real possibility of group-death and mission failure, I would go with some kind of respawn-pool. Naturally if you run out of guardsmen, there is no one left to sacrifice isn't it? Also if all initial characters are gone, the mission will fail and any npcs left will be counted KIA.
Thinking about it that could be very cool mechanic. Some kind of mission parameter and also a parameter to measure mission succes...
The Ghost of War |
No problem as an initial character but don't think that you will ever find an ad-hoc Ogryn replacement ;-)
Of course that's exactly what you may end up with in a moment when you would need someone stealthy or otherwise skilled *harharhar*
I think of something like the old Battlefield/Battlefront mechanic. You have some kind of counter that goes down whenever someone of your allies (including npcs) dies or if the situation develops in a decent ploin shape (enemy cuts you off from your allies, receive reinforcements, artillery strike, ...)
During a mission you might earn a small increase for certain actions (freeing/rescuing allies for example).
The counter is high/low depending on the number of allies around and the importance of the mission. Something like that.
All in all that might work splendidly in concert with my planned stomping of comrades. A full squad is 10men, maybe + some added specialists like a commissar, psyker, something. With 5-6 players you make exactly half a squad. Add in half a NPC squad as possible replacement characters (instead comrades) and you have a pretty basis. If your squad runs out of bodies to throw at the enemy, your done for. If your part of an especially large engagement, you may respawn as part of some random npc around, but that will likely be an exception.
Choon the Expendable |
I think I would prefer for all of the not-us people to be just generic NPCs until we have to reroll a character and then we can't roll a specialist but we're free to choose any of the nonspecialist classes available.
Choon the Expendable |
That sounds like lots of work for you. You could just roll names and decide nothing else and make us roll the stats and build the class of the guy. When one of us dies the next guy steps up he gets to display his suppressed talent he's been secretly hiding all along? Kinda like Cutter being a decent scribe until someone handed him a chainsword?
Cmd-Keen Commissar |
We'll probably have to move in a bit further for your melta to become fun - you get that double PEN at 10m and closer. Dangerous, but with 24PEN + 20d10 + 10 you get an effective 35 - 54 damage. Enough to penetrate even tanks front armor and plenty to really wreck into back armor.
Bolus |
Since I didn't flame last round at the Commissar's order can I use the roll from the last round here? I think some grenades and flame should do well. Being on fire should keep them from throwing grenades back. Good time to use anti vehicle grenades also.
The Ghost of War |
@Bolus: I'll take it.
@Liam: Keep in mind that the given range of grenade is no fixed range, but (as with any other weapons as well) a range increment. You can throw it over longer distances, but with less accuracy.
@Aurius: For the axillary grenade launcher, we'll take on the same ruling as with the grenade launcher from Pete. So you do +2 damage.
@All: My wedding is on next Friday/Saturday. So posting time may be sparse for most of most of the coming week :-)
The Ghost of War |
Haha thanks guys.
But I have this 'little' surprise waiting, and I am very interested in your reaction on it ;-)
Then again I cannot go on honey moon anyway, since I am deep-down into my final exam and master thesis. That will have to wait until next summer.
So... I have these train rides (and think-breaks) to cover anyway...
Best thing to do there is pbp by a huge margin (someone bless mobile internet btw)
@Bolus: Very likely so yes. But I'll have you to hold on for a moment, since your move-in will take another round, and Anatoly will have some actions left to catch up with time.
I'll let the bomb drop soon, so you know what you're up against and can adjust accordingly.