*

Recent Topics

Author Topic: Alternate dice mechanic - 3d6?  (Read 3551 times)

Offline mcfonz

  • Mastermind
  • Posts: 1627
    • Poison Spurs - blog and reviews
Re: Alternate dice mechanic - 3d6?
« Reply #15 on: 19 November 2015, 08:47:41 PM »
What Adam said.

A lot of focus is going on purely combat! Even combat stat wise the knight is twice as good as a thug, so 2 different. It means that a thug has to roll at least 2 better than them. However then you have to take into account the knight having armour three points better, two more wounds, a will rating two better and a shield.

Personally, and it is a bit riskier, I take Barbarians over Knights for the same cost. They are a less armoured but have more wounds and are a lot deadlier in combat when you take a double handed weapon into the equation.

All changing the dice does is stop the knight from getting the overriding victory that they should statistically get more frequently and reduce combat to a slog.

My advice would be to limit the game length as others have suggested - to 5 turns with a 6th happening on a 50/50 roll. Change the rules re treasure tokens so the winner does not take all of the table if they slaughter you outright. What you then see is people having to consider who they will use to get treasure off the table and who will cover their retreat.

Again, in my experience this leads to people using characters much more as you would expect with thieves and thugs becoming baggage lackeys whilst the barbarians etc do the dirty work of cutting down any chasers. Warhounds then become really useful for chasing down any enemy treasure bearers and either slowing them down for you previously mentioned combat skilled characters to catch up with or if lucky, taking them out altogether therefore denying your enemy a treasure.
RP Tabletop Blog:


RP vlog channel: https://www.youtube.com/@RandomPlatypus

Offline Awesome Adam

  • Scientist
  • Posts: 228
Re: Alternate dice mechanic - 3d6?
« Reply #16 on: 19 November 2015, 09:21:18 PM »
We have never had a turn limit, but always ended the game when a warband leaves the table.

I've managed to deny my opponents treasures by simply retreating off the table edge with my loot, before they could claim theirs.

Forces them to decide whether going after my soldiers is really worth it.

 

Related Topics

  Subject / Started by Replies Last post
19 Replies
6950 Views
Last post 03 October 2011, 08:31:27 AM
by YIU
7 Replies
2762 Views
Last post 02 February 2014, 11:37:31 PM
by uti long smile
7 Replies
2536 Views
Last post 18 November 2014, 06:46:57 PM
by sean_68333
8 Replies
2920 Views
Last post 26 March 2016, 08:26:48 PM
by Ray Earle
36 Replies
31045 Views
Last post 25 June 2025, 10:11:45 PM
by jon_1066