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 Post subject: Re: Fixing the armour flaw
PostPosted: Wed Jan 08, 2014 4:51 pm 
Loremaster
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whafrog: it was late and I confused myself (doing half a dozen things at once) ;)

It still seems more complex then simply using the WFB/40k chart - same strength/toughness = 4+, one pip toughness higher is 5+, two or more pips is 6 to wound (if you felt it necessary, could do two pips need 6, then three pips is 6/4+ and so on), one pip lower toughness is 3+, 2 pips or more lower toughness is 2+.

In this case, replace toughness with defence. It also means S5 is just as awesome as it currently is.
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 Post subject: Re: Fixing the armour flaw
PostPosted: Thu Jan 09, 2014 12:10 am 
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Lol Coenus I just wrote one up exactly the same as yours yesterday and though I'd post it here. Seems like you beat me to it! Thanks on behalf of everyone.

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 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 5:23 pm 
Wayfarer
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I also like the idea. It is frustrating if you equipped your guys with shields and it is not helping them to stay alive. As for maybe having to buy more d12's, those are not that expensive compared to miniatures. Maybe One Ring could even bring out their own set of d12's :)
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 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 5:50 pm 
Elven Elder
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The only thing about a D12 system is you'd lower the effect and value of Might

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 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 6:32 pm 
Ringwraith
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JamesR wrote:
The only thing about a D12 system is you'd lower the effect and value of Might


Good point, then Might should count for +2 on the D12
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 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 7:14 pm 
Kinsman
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What about 2-Handed Weapons on the D12? Would they need to add +2 on the wound chart or could they just stay the same? The reason I wonder is because adding +1 to wound on the D6 increases you chances of killing the enemy than it would with +1 on a D12.

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 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 9:40 pm 
Ringwraith
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IOW, any former +1 bonuses become +2 on the D12
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 Post subject: Re: Fixing the armour flaw
PostPosted: Fri Jan 10, 2014 10:41 pm 
Ringwraith
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That sounds about right to me.

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 Post subject: Re: Fixing the armour flaw
PostPosted: Sat Jan 11, 2014 9:35 am 
Loremaster
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Good point, hadn't thought of that yet, but seeing how the entire table is meant to represent the old system as closely as possible (i.e. odds of wounding are nearly the same, aside from the smaller steps), a +2 would definitely be right.

Same for re-rolling 1s with poison/special strikes/etc (now a 1 or 2) and so on.
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