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The resurrection selection...


JPjr

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42 minutes ago, Ravinsild said:

It looks different now but that’s still a spell. Except only Mannfred von Carsten can use it. 

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A lot of the current spells are just throw backs to older spells with th effects modified for AoS. The most famous is the Purple Sun of Shyish which used to be the Purple Sun of Xereus. They even included a little description about Xereus in the lore about the purple sun as a throwback to older gamers.

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I've not played the older versions of WFHB, but I love all the random tables of things that can go horribly wrong in the WFRP books.

I think it would be great to bring back some nasty consequences for when wizards mess up their spells. However I'm not sure how well it would fit. In the Old World all magic is inherently the stuff of Chaos, but its not clear whether that is still the case in AoS. 

The Realms are made of the winds of magic, but they don't seem to be as coupled to the Realm of Chaos as they once were.

I think I prefer the scenario where every mage is unwittingly using dark power, whether they know it or not.

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15 hours ago, Kirjava13 said:

Look man, I know that you enjoy a particularly sterile sort of gaming experience where if it's not quantifiable and controllable then you're not interested, but do try and exercise a little empathy from time to time and use some imagination as to why other people might find different things entertaining.

Well in this instance because I hope something like that never returns because that kind of thing would be bad to me?  I'm fine with other people enjoying this kind of thing in games-past, but I don't want a developer to read this and think that that would be a good idea to put into the game now with no opinions on the contrary.

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Imho, I want the game to stay the same (1.5/2 hours). So I'm focusing on things that are closer to build-listing and pregame than gameplay:

1- Granular points for units: like some people said, that gives the option to create new specialist units.  From throwing 3 dogs to mess with some charges to have a nice ranged-mob unite that is still buffed after losing 1 to 9 models. 

2- General and hero builds. Use points to give heroes X weapons, Y artefacts, Z powers, families, etc... that can change a bit their modus operandi (or just make them better). From an endrinmaster that can heal ships (or make them better, give them ammo or new mines, etc...) to an endrinmaster that can summon a ship after recollecting X scraps of other destroyed warmachines. Some crazy ****** like that.

3- Kill models faster. Using miscasts, warmachines going bananas, etc... can have a nice impact if they don't have more phases or rollin' dice involved, but can speed the game if they are more destructive to everyone.

4- Customizable army-wide buffs. Same as point 2 but for all units. Kharadrons and other armies have something close to that, but old fantasy armies (6th edition) had a bit better "fluff rules". My main issue with AoS is that all this builds are already done (battalions, stormhosts, skyports, etc...) and it's just about picking one. 

5- Points outside of minis. We already have battallions, but I hope to see promotions (wizzards levels, the old big'uns Orcs, etc...), artefacts and weapons to be bought with points, magic abilities (no lores, just something like ol'vampire abilities), etc... With this, we can have the option to spare that 20-40 points that we can't fit in any other or new unit. 

6- Hybrid armies. Well, that's more "...after all armies are AoS'ifed" than anything. But I hope to see battletomes that take X units from other armies to build new ones like Dogs of War (or Ravening Hordes). Un other sords, "free cities" that had crazy lists (vampire leading some orcs with dispossessed canons supporting them). Of course with their own lore, artifacts, etc..

7-Battleplans/campaign books. New books to play with campaign (Scenarios) that have some impact over your army (or the scenary where you play). maybe a bit more generic than the older ones (at least to be played with all the AoS factions).

Balancing all of this seems impossible, but with another "matched play only" rules could help (only two ítems for hero and three for general or something like that).

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21 hours ago, Dead Scribe said:

Why would anyone pay points for a wizard that could randomly blow himself up?  Is there a balancing mechanic for fighty heroes that can accidently randomly stab themselves?

Although I get the criticism your getting on this remark (it’s in the way you phrase it.)

an actual response might be more helpful. I liked it because it added to the randomness warhammer is a game to have fun to me. Adding those random elements makes for memorable and entertaining moments for me. Same with the misfire table. Those amazingly powerful things had that element of randomness that could bite you in the *ss. 

Perfectly fair if you don’t like it for competitive games, but your phrasing suggest it’s an outlandish thing to like it. Which it isn’t for a lot of players. 

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Thinking about it, one of the biggest things from early editions that I'd like to see return (which won't) is the ability to easily divorce the rules from the setting.

My understanding is that early warhammer gave you profiles for lots of fantasy creatures and rules for building armies out of them. For as long as I've been playing though, you basically pick a distinct army and go with that.

I'm a compulsive worldbuilder at heart, so would love to be able to use warhammer as a mass combat system to play out wars within one or other of my fantasy worlds. At present that is awkward, since you have to file off so many deeply engrained serial numbers in order to adapt the system to another setting, even in open play.

Compare this to D&D, where there are established settings, but the ruleset itself isn't padlocked to them. Its rather a fantasy toolbox for creating or representing any world you can imagine. I would never run a game in the Forgotten Realms, not because its bad, but because I have my own ideas for the stories I want to tell. Warhammer doesn't really give you that option, at least not without a lot of work.

I've suggested running games in my own world a few times, but always gotten slightly odd looks, or had players not be certain how their armies would fit, or be adapted. So I don't think its really doable.

Its not that I don't like the Warhammer or AoS settings. Quite the contrary. However, I never really feel as though the stories I tell in narrative games are as interesting as they would be if they were part of *my* broader canon, rather than GW's. I don't want to create a world that arbitrarily has  Stormcast, Nurgle, or the Idoneth Deepkin in it, or to shoehorn my world building into the larger Warhammer cosmology.

GW are never going to release more generic rules or models, so this is a pipedream at best, but still. A more generic system would be a lot more useful for me overall.

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15 hours ago, Sleboda said:

Having attempted to put together a Legions army last night and thrown my hands up in confusion and frustration, I would say that the complexity and difficultly of 3rd is alive and well in 2018.  Grr.

In all honesty, though, I loved 3rd. It was the first version I played and it set a tone for me. I loved the formations, the size of games, and just about everything else. Interestingly, it was suuuuuper simple to make an army list. (Base sizes were even mandated!)

Hmm, thinking about it, things have swapped: Easy list building for complex main rules compared to ridiculously complex army list building and very simple main rules.

Heck Sleboda ran the first formal event I went to at RIT so very very many years ago in 3rd edition!   

Yeah I think it's an interesting point that AoS has really moved in a much more complex direction then AoS 1.0 at launch.  There was something quite attractive about the low rules density of early AoS 1.0.     

I think though the oldhammer vs newhammer dichotomy is  somewhat artificial.  Open and Campaign play in AoS allows a lot of flexibility for wild and crazy including some stuff in GHB that feels very much like old school Generals Compendium (6th ed) 

The NEO folks are doing some very innovative things in their events that would have fit perfectly into 3rd edition. 

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