By the unholy powers of the Internet, I command this thread to LIIIIIIIIIVE! (Apologies for Threadomancy)
Confrontation has beautiful minis, but having watched several games in the last week I can say that the whole roll-to-wound thing is excessively complicated.
HTH Combat Example Roll Initiative, Loser places dice first (representing the fighter's tactics that round) Winner then deals one attack to each model in B2B, then opponent deals one attack to each model, then winner deals remaining attacks, then opponent deals remaining attacks.
For each attack: Roll to hit (if the opponent doesn't use one of his dice to defend, don't roll a 1. If he does defend, both players add a d6 to their WS, higher result wins) Assuming a successful hit, roll 2d6. Add strength to higher die roll, subtract target's Resistance, and compare that number to a chart, looking at the lower die for Hit Location. Possible Results: Stunned (-1 to actions this round), Lightly Wounded (-1 to all actions until wound state changes), Seriously Wounded, (-2 to all actions), Critically Wounded (-3 to all actions), and Dead Outright. Wound penalties are applied immediately.
It just seems that combat resolution is painfully slow, and that's not what I want from a game.
Honestly, Exalted v2 combat goes much quicker, and that's including time to 'Stunt' for bonus dice, rolling a bajillion d10 (My combat pool was in the neighborhood of 15 dice before adding magical Charms, and it went up dang rapidly from there), and figuring all the other modifiers out. Even Infinity uses the 'wound and you're hors d'combat, not necessarily dead, but out of the fight' combat mechanic.
_________________ "For the Lion and the Emperor!"
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