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@horati0nosebl0wer OnePageRules is technically its own thing … they also have their own backstory. Or at least that is the idea I think.
And I was thinking a more radical redesign than simply reducing the number of stats and sticking with the D6.
This kind of bleeds over into things I’d like to see in (any) miniatures game :
= an initiative system that feels right for the type of warfare the game wants to represent
= alternate activations, because there’s nothing worse than getting your entire army wiped out before you can react
= the ability to push your luck when activating a second unit , because in order to better represent certain aspects of warfare you may need to activate multiple units at once
= different dice sizes to better represent skill, troop quality, non-human creatures/aliens and other things
= a maximum on the number of dice you can roll (+/- 10 should be more than enough)
= standardized keywords across all factions.
I’d be tempted to argue that if you need more than a single A4 sized page of text (in a reasonable font size) then you’ve got too many …
= no faction exclusive actions in terms of actions a player can perform, unless there is a good reason that factions/unit can’t imitate it
= minimum number of 4 factions that have to exist
reason : you need a bit of variety and I think 4 is enough for that.
= a maximum number of factions that can exist
reason : it should be possible to update and refresh the models of the entire game in one iteration.
The sheer number of factions in 40k/AoS make this impossible, which is why GW couldn’t refresh the entire range even if they wanted to.
As a bonus you don’t have to invent weird stories to explain why a certain faction managed to invade the most secure location in the entire universe …
= 9 as the magic number for the unit types within a faction
This is in part based on me playing Team Fortress Classic for several years() as well as based on the idea that a combo of basic stats (speed, damage and defense) and values (low, medium, high) results in a 3 x 3 grid.
You can increase granularity but that tends to come at a cost of making it harder to visualize where the counter for a given unit is.
I’d also argue that no one unit should ever be good at all 3 core stats, because that tends to make the other units useless.
And of course no unit should be bad at all 3 as it would make the unit useless compared to everyone else …
oh .. and a final thought :
a new version of the rules should have a good reason to exist … marketing is not a good reason.
@danlee I agree. I’d rather play a game ‘as is’ instead of house ruling anything. It’s not like the designers didn’t make an effort to make it playable out of the box, right ?