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Octomoth
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Post subject: Re: FEEDBACK: Core mechanics Posted: Fri Jul 09, 2010 4:08 am |
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Joined: Mon Jul 14, 2008 8:23 am Posts: 54
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Really, the simpler the better. I said that a few times. I liked the system Reaper miniatures did for their Warlord game. You get a models stats, and then it uses the top line and as it takes damage you can move it down to the approriate line. It is all precalculated so if the model has a weapon in a common list that has -1 RC or CC, then for that model it is pre-figured in that line I just mentioned. No need to do that math ad nauseum. So if you have a base 5 RC, and a -1 RC so if that model uses that weapon it really has a RC 4 and since it will always use that weapon it never changes. BUT, in VOR unlike other games often you can change it or add some option. Yet, some models you don't like if you can only use an assault rifle and that weapon never changes. So for a model that can have multiple choices simply have a little stat block for each. If a unit has a choice where the modification doesn't modify a stat like RC it doesn't matter. Yes this requires more work for Skuzzy but saves all of us so much time/energy and makes VOR a great game.
The only thing you can't pre-add would be modifiers due to spells and powers, or cover, and by the way I like the way Cover is handled in Void/Urban War which is a cover save. Its much easier, eliminates the modifier. Either you get it or you don't and if you do roll a single die which can be modified upon the situation. I think I'll work out using a house rule along these lines if the official VOR 2.0 rules say otherwise, cuz it really does save time and energy and any 'discussions' about whether it is hard or soft cover based on LOS.
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