Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Bell Curve - Ramifications?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AtomicPope" data-source="post: 4360036" data-attributes="member: 64790"><p>Well then, you should definitely check them out. I would suggest both games because each one implements their resouces in a slightly different way (Focus <> Fury). What I found interesting is that the game is very cinematic because of the dynamic values (boosting). Since Focus/Fury are parceled out in every game, every game is quite different.</p><p> </p><p>A unit without Focus/Fury acts the same (as is expected). However, a unit with Focus/Fury hits harder, more often, activates special abilities, and is granted more attack actions. A simple analogy would be chess. What if players were allowed to "spend Focus/Fury" for moving one additional square? A pawn would be able to take two pieces in a single turn. What happens is the game is harder to predict. The results vary based on Focus/Fury spent vs points unspent. There is a flat defensive bonus for points unspent. Remember the 2D6 system greatly rewards even small modifiers (Bell Curve) so by not spending you can deflect anticipated attacks and counter against an opponent whose attacks are static.</p><p> </p><p> </p><p>I realize I'm speaking in generalities but I don't want to breach any IP constraints. I suppose a simple example might be required to make some sense. I'll try and keep it generic.</p><p> </p><p>Warjack Big, Slow and Strong vs Warjack Small, Fast and Weak</p><p>Fast attacks strong</p><p>1) MAT (Melee Attack) 4 vs DEF (Defense) 10 - since attacks are made with 2D6 the chances are quite high (72.2%) that Fast will roll a 6 or higher to hit.</p><p>2) Damage - Slow has a high ARM (Armor) value of 20. In the game, armor varies greatly because weapons are composed of two stats that add damage and the game favors aggression (damage is likely to occur). All damage over armor is taken point by point, unlike some games where any hit produces a static value of one wound. Fast has an average Melee Damage of 12 meaning it will not cause much damage on Slow even on a maximum roll (4pts). Fast would want to boost the damage roll otherwise there's a 73% chance that Fast won't cause a single point of damage. By boosting (rolling 3D6 to damage) Fast will increase the likelihood and amount of damage caused on slow.</p><p> </p><p>The boosting attack dice also increases chance for critical hits. A critical hit in the game is any double. That means most critical hits will occur about 1:12 (because all 1's auto miss and rolling double 2's or double 3's is below mean so it usually doesn't hit; except in the Example of Slow v Fast). This is important because many attacks have critcal effects such as slowing, immobilizing, sustained attacks, or armor piercing (to name a few).</p><p> </p><p> </p><p>My examples won't do either of these games justice. I recommend checking out both games since each handles their resource in a slightly different way. If I had to go with the "Better Game" it would be Hordes. I love WM but Hordes is the newer game which worked out a few of the "kinks" in WM. By "kinks" I mean resources are better generated and distributed. Also, it has rules for surplus that WM lacks, and which can be volatile (kinda adds a new twist).</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 4360036, member: 64790"] Well then, you should definitely check them out. I would suggest both games because each one implements their resouces in a slightly different way (Focus <> Fury). What I found interesting is that the game is very cinematic because of the dynamic values (boosting). Since Focus/Fury are parceled out in every game, every game is quite different. A unit without Focus/Fury acts the same (as is expected). However, a unit with Focus/Fury hits harder, more often, activates special abilities, and is granted more attack actions. A simple analogy would be chess. What if players were allowed to "spend Focus/Fury" for moving one additional square? A pawn would be able to take two pieces in a single turn. What happens is the game is harder to predict. The results vary based on Focus/Fury spent vs points unspent. There is a flat defensive bonus for points unspent. Remember the 2D6 system greatly rewards even small modifiers (Bell Curve) so by not spending you can deflect anticipated attacks and counter against an opponent whose attacks are static. I realize I'm speaking in generalities but I don't want to breach any IP constraints. I suppose a simple example might be required to make some sense. I'll try and keep it generic. Warjack Big, Slow and Strong vs Warjack Small, Fast and Weak Fast attacks strong 1) MAT (Melee Attack) 4 vs DEF (Defense) 10 - since attacks are made with 2D6 the chances are quite high (72.2%) that Fast will roll a 6 or higher to hit. 2) Damage - Slow has a high ARM (Armor) value of 20. In the game, armor varies greatly because weapons are composed of two stats that add damage and the game favors aggression (damage is likely to occur). All damage over armor is taken point by point, unlike some games where any hit produces a static value of one wound. Fast has an average Melee Damage of 12 meaning it will not cause much damage on Slow even on a maximum roll (4pts). Fast would want to boost the damage roll otherwise there's a 73% chance that Fast won't cause a single point of damage. By boosting (rolling 3D6 to damage) Fast will increase the likelihood and amount of damage caused on slow. The boosting attack dice also increases chance for critical hits. A critical hit in the game is any double. That means most critical hits will occur about 1:12 (because all 1's auto miss and rolling double 2's or double 3's is below mean so it usually doesn't hit; except in the Example of Slow v Fast). This is important because many attacks have critcal effects such as slowing, immobilizing, sustained attacks, or armor piercing (to name a few). My examples won't do either of these games justice. I recommend checking out both games since each handles their resource in a slightly different way. If I had to go with the "Better Game" it would be Hordes. I love WM but Hordes is the newer game which worked out a few of the "kinks" in WM. By "kinks" I mean resources are better generated and distributed. Also, it has rules for surplus that WM lacks, and which can be volatile (kinda adds a new twist). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Bell Curve - Ramifications?
Top