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NinthMusketeer

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Posts posted by NinthMusketeer

  1. 4 hours ago, Freemeta said:

    i will edit my post: RNG is not for Ranged , it's for Random Number Generator. thx tfor your answer btw.

    My mistake haha! Thanks for having good humor about it though.

    To answer the ACTUAL question; you'll want to do a mage and learn a bunch of the more difficult spells. Huck a bunch of dice at them and if they go off, yay! If not, well there's a very fun miscast table...

    The supplement for Destruction champions may also be more your style.

    • Like 1
  2. On 3/1/2023 at 4:28 AM, Freemeta said:

    i don't play soulbound but i'm always interested by class design. ATM i'm searching RNG based class(like arcana from lost ark, wild mage in D&D etc)., is there anything like that in soulbound?

    Starting class is just your starting point--It would be easier to find the classes that CANT be built for range than narrow it down to just those that can.

  3. Completely different gameplay mechanics than DnD or Pathfinder. Though something I appreciate is while those games often deliver a sentiment of the party being 'random adventurers' who just happen to be abnormally powerful, Soulbound ditches the pretense and flat out tells the PCs that they ARE more powerful. Which also explains why they get 'quests' all the time; that's what they exist for!

    At any rate, you'll want to get the starter set and go from there.

    • Thanks 2
  4. 11 hours ago, Popisdead said:

    If you want to keep the discussion "friendly" don't guise it in complaints and comparing two different games that have evolved over 20 years when you are getting to a point that maintaining a competitive edge isn't one of the highest priorities in your life.  

    Warhammer Fantasy was subject to abysmal dice spiking.  20 goblins could win Combat Res over 10 elite elves through cause you just needed those 4 goblins to roll 5s and the 4 elves to roll 1s and 2s....  with 5 dice each.  The points cost disparity was terrible; 60 points of goblins compared to 180 points of elves.  And then the fixes were ASF, then ASF being a mechanic to RR hits which of course caused an uproar of complaints that extended to Horde formation, the power scroll, 6th spells in lores.  

    Very little about Fantasy was actually a good combat mechanic as far as game design.  If you look back to Fantasy for this century there will be someone older complaining about unkillable Greater Daemons or Chaos Lords or Rhino Rush or magic spell cards from editions 2 through 5.  Games Workshop players love their rose coloured glasses.  

    What was good was GW continually evolved the game and when it came time rebuilt it so it worked in a modern age better.

     

    The #1 sign someone needs introspection is when the come to the Age of Sigmar discussions sub-forum to complain about the state of the game.

    ...I also do the 'AoS appreciation thread' which is only about complimenting the game. I feel like there is an axe to grind here that has nothing to do with the context of this thread; perhaps you can start another?

    • Like 2
  5. I don't see it as a balance problem on a faction wide basis. After all, part of the premise of the whole thread is that everyone is unloading MWs easily.

    I do think it creates a problem when selecting options within a faction though. After all, why go with something my enemy could save against when I could go with the option of dealing MWs instead? We can see from Kurnoth Hunters the magnitude of difference needed to make the non-MW option attractive.

    It also doesn't tackle the issue of rend being so rare by comparison. Why is it OK to be handing out effective rend -8 in the form of MWs more frequently than rend -2? 3rd has been better about handing out rend, but also given out better saves and more MWs as well.

    As for gameplay speed, 3rd has definitely helped with the massive dial back of rerolls, something I feel they have handled quite well in transitioning to bonuses instead. However 6+ ward saves (5+ or better remains suitably rare imo) slow down gameplay a surprisingly large amount given how easily they are gained by large portions of an army. Healing also slows down gameplay; heroic recovery and rally alone likely account for a significant portion of game slowdown we've seen.

    In theory MWs speed things up by skipping the wound and save roll... except a huge amount of these MWs are happening on 6s to hit, coming from attacks which are almost always still rolling wounds and saves. It is the MWs on 6s to HIT that are really getting tiring for me. 6s to wound I don't have a problem with.

    • Like 4
  6. Ehh... I don't agree about it being on remotely the same level as codex creep. Worst case scenario a new tome hits and it needs a FAQ/eratta to bring some exploit(s) into line. I think the team has been making a really solid effort on getting better at balancing things. The balance of different enhancements within a given tome has gotten MUCH better since the early days; the Nurgle tome may be among my favorites thematically but it's enhancement balance is... not there!

    • Like 2
  7. Well it has been TOO LONG since I visited this thread! I blame the brain surgery.

    -Thank you GW for maintaining a consistent design paradigm throughout all the 3rd edition battletome updates. I may not agree with all of them (looking at YOU, mortal wounds on 6s) but I respect and appreciate that the concept hasn't done a right turn halfway through.

    -Thank you GW for keeping army theme/narrative central and holding important the idea that an army should play on the table like it does in the fluff. Some do this better than others, but my top three are Nurgle, Sylvaneth, and BoC for all feeling very thematic in totally different ways without their core mechanics being too strong or too weak. Well done.

    -Thank you for the season 2 GHB. Normally I'd lay fault for making us buy a new one after 6 months but this is such a dramatic improvement I don't mind!

    • Like 7
  8. I think zombies should have poisoned attacks; 6s to hit auto-wound. Give them rend -1 if they attack a target with less models than they, and let a nearby corpse cart hand out an additional rend buff. Beyond that it's about making them roll enough saves that they fail some; which is exactly what zombies are supposed to be.

    For that matter, represent their 'relentless' aspect by letting them pile from 6" away... but still only pile 3". THAT I how zombies do.

    • Like 3
  9. I rank the current zombie warscroll as one of the worst-designed warscrolls in AoS history;

    -Overwhelming majority of damage is from MWs

    -On a unit for which it makes NO thematic sense (since when do zombies cut through plate like it isn't there?)

    -6" pile in, which totally negates the 'slow' weakness they are supposed to have

    -Again, on a unit for which it makes NO thematic sense

    -Only a 6+ ward for defense (thank goodness!), but extremely high bravery means battleshock is not a reliable counter

    -A cool, thematic ability for adding new models to the unit as 'fresh zombies'... but it triggers on a per-slain basis and on a 2+. This means the unit's effectiveness varies WILDLY based on the target. 1 wound enemies? OP as all hell.

    -Combining that ability with MWs on 6s to hit and 6" pile in means they have few ways to counter them. Armor/elites die to the MWs, swarms get overrun by the free models, shooters/skimishers get caught by 10" run then 6" pile in for guaranteed 16" threat range with no unleash hell.

    -While a bit outside the warscroll, combining all of the above with the ability to deep strike, to resurrect at half strength, its dirt-cheap point cost, and battleline... Suffice it to say all the experienced players in my community immediately pegged zombies as meta-defining for SGL at the least, if not the whole tourney scene. Lo and behold...

    • Like 4
    • Confused 1
  10. I don't dislike the amount of damage so much as how erratic it is; often the difference between causing a dent and obliterating the target is just a matter of how many 6s there were on the hit roll. Wound roll, save roll? These shouldn't be minority factors compared to how many 6s the hit roll gets.

    Figure an attack at 4+/4+/rend -/D1 attacking a 3+ save:

    -With no rend it will take an average of three save rolls to fail one

    -It takes an average of two wound rolls to succeed once and generate a save roll

    -Therefore it takes an average of 6 hits to generate 3 saves to get one attack past armor. Put differently, each hit is worth 0.166 damage. Unless...

    -It turns out 6s to hit do MWs instead! So that 6 turns straight into 1 damage; it is worth literally six times as much as a normal hit. If 10 attacks are made and roll 1-2-2-3-3-4-4-5-5-5 that is a totally average roll with 5 hits. It also deals less average damage than if the roll was all misses except for one 6.

    Now that may seem a skewed example but there is a reason I picked it; it's from the starter box.

    • Like 2
  11. Road to Renown (link in my sig), Warcry. My community made several honest attempts to get the new Path to Glory to work but it always ended up being decidedly 'meh' at best, though definitely a case where YMMV.

    Meeting engagements... I would recommend against. Despite there being massive appeal to smaller game sizes it was only in two GHBs before being cut, and there's good reason for that.

  12. Well... suffice it to say, being the internet and all, I wasn't expecting total and universal agreement. If the community really is this united I hope GW takes notice. Even random initiative would have some defenders in the thread by now!

    And yeah, as others have mentioned some additional USRs/UWeps would help things. Would there be interest in starting a community thread for us to create, at least, fan-made terms for certain not-USRs?

    • Like 2
  13. With third edition we have seen a proliferation of every army getting easy access to MW-attacks. That is, attacks which inflict mortal wounds on unmodified 6s to hit. I will be honest; to me this is the worst aspect of 3rd edition. For decades, Warhammer Fantasy understood that the sequence is hit-wound-save and skipping one roll was OK but skipping two was not. Poison attacks allowed hits of 6 to wound automatically, killing blow allowed wounds of 6 to bypass armour. Only in AoS have we been treated to entire armies rocking 'poison' which burns through the thickest armour like it isn't there. I find it deeply unfun because it goes from a tactical game of averages to repeated gambling--literally rolling the dice to see if you get lucky. And this is coming from someone who is VERY guilty of exploiting such mechanics to a cheesy degree. I have slaughtered more opponents than I can remember with MWs on 6s to hit. It was barely fun then for the novelty, it certainly isn't fun now.

     

    Do you have the same issue, or am I just crazy? Does your local community have any particular house rules or techniques for dealing with this? Remember to keep all discussion friendly!

    • Like 2
    • Thanks 6
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