| If you could change 3 things in Mordheim | |
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+16Popmouth Snappy_Dresser sartori DeafNala Davespaceman Louis alveiz BossFacePunch Myntokk magokiron wyldhunt Von Kurst mweaver ampton Asp frog 20 posters |
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frog Veteran
Posts : 111 Trading Reputation : 0 Join date : 2009-11-10 Location : Manchester- england
Personal Info Primary Warband played: Ogres (BTB) Achievements earned: none
| Subject: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 14:38 | |
| If you could change 3 things in Mordheim what would you change? you know those little niggles that bug you about the game. >this is not a thred to have a big mone about mordheim, but things you would love GW to change if they ever made a revamp! (as if)
Now i DONT mean big changes that effect the whole game.... but small things like this:
1) Parry Rule, change to: same or above to parry. (ie if they roll 5 to hit, you parry on a 5 or 6) reason: a sword cost a full 10 points for somthing that very rarely works!
2) Critcal hits, only remove armour on a 4&5&6. reason: Armour is pointless in mordheim. but this gives it a small amount of worth.
3) Frenzy is just +1 attack. not doubled reason: i find that frenzy can be overpowered sometimes. | |
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Asp Venerable Ancient
Posts : 659 Trading Reputation : 0 Join date : 2009-01-03
Personal Info Primary Warband played: Marienburgers Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 19:24 | |
| 1 elves as hs/dp only
2 slings are short bows
3 dual wield penalty: -2 to hit on both attacks -1 to hit on both attacks if one is dagger | |
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ampton Warrior
Posts : 18 Trading Reputation : 0 Join date : 2009-12-14 Age : 45 Location : London
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 19:37 | |
| 1, that games workshop dont make it any more 2, that the warbands are so expensive 3, that hunting rifles are so expensive | |
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mweaver Etheral
Posts : 1411 Trading Reputation : 0 Join date : 2010-01-14 Location : South Texas, U.S.A.
| Subject: Re: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 19:46 | |
| Handguns need to be revised so they are a viable option
Shields would be a reasonable alternative to a second weapon if the Warhammer rule was used (+1 vs missiles but +2 in hand-to-hand).
Revisit the spear/strike first revision, which made spears next-to-useless for models with low or average dexterity. (Not that my spear armed dwarves are bitter, or anything). | |
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Von Kurst Distinguished Poster
Posts : 7973 Trading Reputation : 3 Join date : 2009-01-19
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 21:04 | |
| +1 vote to Frenzy. (We've played this as a House Rule for so long I have forgotten that it is a HR...)
+1 vote for revisiting spears.
+1 slings=short bows.
And I hate Elves and Dwarfs fer keepin' da Green down! | |
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wyldhunt Elder
Posts : 355 Trading Reputation : 0 Join date : 2009-06-20 Location : Eau Claire, WI
Personal Info Primary Warband played: Ostlanders Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 21:09 | |
| What we're working on already: 1. Include much more variety, especially in scenarios avialable. 2. Include an overarching campaign system to give the "metagame" some focus. 3. Balance the rules so that aren't quite so exploitable, especially in "unfluffy" ways. | |
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magokiron Ancient
Posts : 410 Trading Reputation : 0 Join date : 2009-01-06 Location : Mexico City
| Subject: Re: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 21:20 | |
| 1. Armor shouldn't be modified by Strenght. As all of us know, Armor is rather expensive, but near useless in Mordheim. Strenght DOES affect the game with the "to wound" chart.
2. Clarify the "first strike" rule. IMO, a spear SHOULD have an advantage (something like: "double I the turn the wielder is charged", or asigning a +X I for charging, spears, spells, etc.), everything else is resolved with I if both models are entitled to "strike first".
3. Dropping entirely the option to buy NEW henchmen to a henchmen group. IMO this only promotes powergaming, as a lot of people makes "one henchman groups" and when the model gets a desirable advance, THEN they buy more models for that group for just a couple of extra gold coins.
There are other things, but as you only asked for 3...
Best wishes. | |
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Myntokk Venerable Ancient
Posts : 679 Trading Reputation : 0 Join date : 2009-09-03 Age : 38 Location : California
Personal Info Primary Warband played: Possessed Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 21:25 | |
| These are gonna sound like big ones, but I don't think they would actually change the game that much:
1 - Warband rating is calculated as total XP + total cost of the warband (magic items would have a "cost" assigned to them for rating purposes). 2 - Balance equipment costs based on in-game effectiveness rather than "realistic" pricing. 3 - No limit to the number of heroes you can obtain (still cap exploration rolls at 6 dice). | |
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mweaver Etheral
Posts : 1411 Trading Reputation : 0 Join date : 2010-01-14 Location : South Texas, U.S.A.
| Subject: Re: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 22:11 | |
| My understanding is that in Necromunda, there is no division into heroes and henchmen. I wonder how that would have worked for Mordheim. | |
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Myntokk Venerable Ancient
Posts : 679 Trading Reputation : 0 Join date : 2009-09-03 Age : 38 Location : California
Personal Info Primary Warband played: Possessed Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Fri 22 Jan 2010 - 23:19 | |
| - mweaver wrote:
- My understanding is that in Necromunda, there is no division into heroes and henchmen. I wonder how that would have worked for Mordheim.
Personally I might have liked that even better. That would have changed the game quite a bit, though. Exploration would have to be redone to fit the newer model, or else rare finds (3 or 4 of a kind exploration rolls) would be too commonplace. | |
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BossFacePunch Warrior
Posts : 24 Trading Reputation : 0 Join date : 2009-03-03
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 1:35 | |
| - Myntokk wrote:
- These are gonna sound like big ones, but I don't think they would actually change the game that much:
1 - Warband rating is calculated as total XP + total cost of the warband (magic items would have a "cost" assigned to them for rating purposes). ... 3 - No limit to the number of heroes you can obtain (still cap exploration rolls at 6 dice). I like these two. Have you tried them out yet? | |
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wyldhunt Elder
Posts : 355 Trading Reputation : 0 Join date : 2009-06-20 Location : Eau Claire, WI
Personal Info Primary Warband played: Ostlanders Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 1:38 | |
| - Myntokk wrote:
- 1 - Warband rating is calculated as total XP + total cost of the warband (magic items would have a "cost" assigned to them for rating purposes).
Although it's not stated in my revision, our group has been testing an addition of "Profit" to the warband rating. We've got it fined-tuned enough that it'll make it into the next version of my revision. I'll make another thread to share the details. | |
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Myntokk Venerable Ancient
Posts : 679 Trading Reputation : 0 Join date : 2009-09-03 Age : 38 Location : California
Personal Info Primary Warband played: Possessed Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 1:58 | |
| - BossFacePunch wrote:
- Myntokk wrote:
- These are gonna sound like big ones, but I don't think they would actually change the game that much:
1 - Warband rating is calculated as total XP + total cost of the warband (magic items would have a "cost" assigned to them for rating purposes). ... 3 - No limit to the number of heroes you can obtain (still cap exploration rolls at 6 dice). I like these two. Have you tried them out yet? Nope, but my group has noticed, especially with the first, that it's a major flaw in the game. Two warbands with the same numbers and xp, but one "naked" and the other carrying tons of good equipment, are supposedly an even match (according to Mordheim's rating system). Not that that's a realistic scenario, but clearly it's unbalanced to not even consider equipment. The problem with implementing the first is that there are already balance issues with the pricing of a lot of equipment (namely armor and black powder weapons, but some others too), and so you have to fix those first. | |
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alveiz Champion
Posts : 55 Trading Reputation : 0 Join date : 2010-01-16
Personal Info Primary Warband played: Dwarfs Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 2:17 | |
| 1- Objects should be given a value for warband rating calculation.
2- Skills should be randomed as they are in Necromunda (so combos are harder to get). Obtaining 2 or 12 on a experience roll, makes you decide the skill you want.
3- Mounts don't make it in Mordheim. | |
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Louis Captain
Posts : 60 Trading Reputation : 0 Join date : 2009-12-15 Age : 40 Location : DK
Personal Info Primary Warband played: Witch Hunters Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 12:19 | |
| I agree with most of the suggestions in here. The only knew idea I have, is shields to give the same advantage as in wfb. That is +2 to save, when used with hand weapon (would in mordheim be a close combat weapon, that is not two-handed ot unwieldy). Would make them more usefull i guess. | |
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Davespaceman Knight
Posts : 97 Trading Reputation : 0 Join date : 2009-05-20 Age : 42 Location : Vercuso
Personal Info Primary Warband played: Undead Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 12:45 | |
| 1. Let my uber zombies count as hired swords so I can have as many as I can kill and raise. 2. More scenarios. 3. Opposing player should give me cake to keep me fueled for the game. | |
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DeafNala Admin
Posts : 21710 Trading Reputation : 9 Join date : 2008-04-03 Age : 77 Location : Sound Beach, NY
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 13:11 | |
| Well as a Solo Gamer I've made some changes to the rules thingies that would probably send most of you off into the DEEP PURPLE HORRORS. | |
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mweaver Etheral
Posts : 1411 Trading Reputation : 0 Join date : 2010-01-14 Location : South Texas, U.S.A.
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 15:44 | |
| MMMMMmmmmm cake.
Louis, our group did adopt the shield rule you mention, and it has resulted in more shields and armor in play. | |
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sartori General
Posts : 183 Trading Reputation : 0 Join date : 2009-12-14 Age : 50 Location : Tacoma, WA USA
Personal Info Primary Warband played: Undead Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 16:48 | |
| Louis,
I'm with mweaver. My group started a campaign 2 weeks ago, and we adopted the shield rules from WFB. Also, we have adjusted STR modifiers down 1 (5 is -1 to save, 6 is -2).
We are really liking the shield change, but the STR change is considered experimental. So far we've had no problems.
I'm also looking at possibly modifying halberds so that you can have either a choice of Strike First as a spear, or -1 Armour Saves as an axe.
My list at the moment: 1) Fix armour 2) Fix dual wield 3) Either add more skills or alter advancement so that it's more like a 1/3 chance to get a skill up. | |
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Snappy_Dresser Captain
Posts : 77 Trading Reputation : 0 Join date : 2009-09-28 Age : 47 Location : Vancouver, Canada
Personal Info Primary Warband played: Possessed Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sat 23 Jan 2010 - 23:15 | |
| - sartori wrote:
- Louis,
I'm with mweaver. My group started a campaign 2 weeks ago, and we adopted the shield rules from WFB. Also, we have adjusted STR modifiers down 1 (5 is -1 to save, 6 is -2).
We are really liking the shield change, but the STR change is considered experimental. So far we've had no problems.
I'm also looking at possibly modifying halberds so that you can have either a choice of Strike First as a spear, or -1 Armour Saves as an axe.
My list at the moment: 1) Fix armour 2) Fix dual wield 3) Either add more skills or alter advancement so that it's more like a 1/3 chance to get a skill up. My Campaign is trying out a new strength skill "Halberdier" that gives Strike First to Halberds | |
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Popmouth Ancient
Posts : 479 Trading Reputation : 0 Join date : 2008-12-10 Age : 37 Location : Gothemburg, Sweden
Personal Info Primary Warband played: Kislevites Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sun 24 Jan 2010 - 1:57 | |
| 1. Making Dual wield less effective (either by adding a cost or by negating the attacks, such as -1S on offhand)l 2. Make armor more worth it (probably by punching up each with +1) 3. Alternate critical hits to be less effective | |
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Guest Guest
| Subject: Re: If you could change 3 things in Mordheim Sun 24 Jan 2010 - 8:54 | |
| - Popmouth wrote:
- 1. Making Dual wield less effective (either by adding a cost or by negating the attacks, such as -1S on offhand)l
2. Make armor more worth it (probably by punching up each with +1) 3. Alternate critical hits to be less effective (We play that all off-hand weapons strike last, as if under the rule Strile Last.) 1. uhm... hmm... 2. aahh, no... mm... 3. Oh, make Witch Hunters be able to take at least 15 warriors instead of 12 in a warband |
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Nastyogre Veteran
Posts : 118 Trading Reputation : 0 Join date : 2009-03-20
Personal Info Primary Warband played: Middenheimers Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Sun 24 Jan 2010 - 9:05 | |
| 1. Have GW realize the game is NOT properly balanced, it ISN'T complete and fix EVERYTHING.
other than that... nothing... :-)
1. improve armor, including shields to make useful- we adjusted the cost down by 40% (not for shields or gromil or ithilmar) kept the Str mod though... its right out of WFB.
2. First Strike- Its idiotic now. We re-instated the "spears go first when charged" rule. We never had the problem other people did figuring out what went 1st with some odd circumstances.
3. Make dual-wield a little less potent. We do -1 to off-hand to hit roll and implemented 2 skills. Skilled Warrior and Crazy warrior. Each eliminates the penalty. Skilled Warrior is a combat skill, Crazed Warrior is a Str. So virtually every hero can get this if they want. We have also played that upon acquiring ANY Str or Combat skill the penalty goes away. Its a happy side-effect of improving your combat capacity. I've always wanted to allow for no dual wield penalty for a warrior that intentionally uses two daggers. We've also considered taking away the ability of an off-hand dagger to crit. | |
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mweaver Etheral
Posts : 1411 Trading Reputation : 0 Join date : 2010-01-14 Location : South Texas, U.S.A.
| Subject: Re: If you could change 3 things in Mordheim Sun 24 Jan 2010 - 15:40 | |
| "We re-instated the "spears go first when charged" rule. We never had the problem other people did figuring out what went 1st with some odd circumstances."
For clarity, the rule for spears just needs to say that when the spearman is charged the spear strikes firstiest. | |
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frog Veteran
Posts : 111 Trading Reputation : 0 Join date : 2009-11-10 Location : Manchester- england
Personal Info Primary Warband played: Ogres (BTB) Achievements earned: none
| Subject: Re: If you could change 3 things in Mordheim Mon 25 Jan 2010 - 9:54 | |
| there are some good responses here,
im interested that people think that if you have two weapons that you should have a penalty? this is because everyone in my group of players all use two weapons! -we don't use shields, butlers, halberds, great weapons. cos they all give you a disadvantage. Which makes a lot of sense why a penalty could be introduced.
maybe "-1 to hit, when using two weapons,"
or there should be a skill to be able to use two weapons? | |
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