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Post by bluestone28 on Dec 27, 2017 21:03:26 GMT
Hi! is someone has ever tried to use average dice (2 3 3 4 4 5) to replace d6 during combats and shoots (i think to keep d6 for PIPS) ? 'could be interesting, even if it will certainly increase game length... and there will be perhaps less "elimination on double" not sure it will bring more good things that bad things, but maybe it's worth testing? (what? i hear someone saying that a good general always get 6 with the dice? )
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Post by felixs on Dec 27, 2017 21:19:28 GMT
We have tried that years ago with DBA 2. It seriously disrupted how the combat results work in DBA. And it depends on the troop types involved. If you have mostly or exclusively light troops, it seemed to work. But otherwise you need the more extreme swings of the dice or not much happens. With average dice, you really need to get into the enemy flanks.
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Post by hammurabi70 on Dec 27, 2017 22:22:24 GMT
We have tried that years ago with DBA 2. It seriously disrupted how the combat results work in DBA. And it depends on the troop types involved. If you have mostly or exclusively light troops, it seemed to work. But otherwise you need the more extreme swings of the dice or not much happens. With average dice, you really need to get into the enemy flanks. That was our experience also; simply not the same game.
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Post by bluestone28 on Dec 27, 2017 22:28:31 GMT
i understand,
but as i've never played DBA 2.x but only DBA 3.0... perhaps dba 2.x was different, slower, less "dynamic" ? so maybe it could be different with DBA 3? (ok if everything will be "stuck in the middle" surely it's not a good idea, but... )
impressive that they found this level of balance (of course it was a loooong process that takes several years...) in fact, almost everytimes someone try to change a thing now in the rules, it create unbalance somewhere!
i really love this game, i just have a problem with the weight of "chance"... some games have plenty of dices to throw, so chance will be less important in the whole game, but here, chance could be the leader of the game (just look some Tony video, it sometimes show well the problem.)
but i understand that changing that change all the thing so...
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Post by lkmjbc on Dec 27, 2017 22:57:08 GMT
i understand, but as i've never played DBA 2.x but only DBA 3.0... perhaps dba 2.x was different, slower, less "dynamic" ? so maybe it could be different with DBA 3? (ok if everything will be "stuck in the middle" surely it's not a good idea, but... ) impressive that they found this level of balance (of course it was a loooong process that takes several years...) in fact, almost everytimes someone try to change a thing now in the rules, it create unbalance somewhere! i really love this game, i just have a problem with the weight of "chance"... some games have plenty of dices to throw, so chance will be less important in the whole game, but here, chance could be the leader of the game (just look some Tony video, it sometimes show well the problem.) but i understand that changing that change all the thing so... Try a 12 sider marked... 1,2,2,3,3,3,4,4,4,5,5,6 That will give you better results... blank ones are easily found at game stores. Joe Collins
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Post by jim1973 on Dec 27, 2017 23:12:18 GMT
It will depend on the armies you like playing. High factor elements will be nigh on impossible to double (e.g. blades +5; min +7 max +10 versus reinforced pike +6; min +8 max +11). Reinforced pikes would need a double overlap and a 5-2 or 4-2 result. The blades simply couldn't double the pikes. Whether this is more historical or not, I'll leave up to you. Lower factor troops (eg warband v auxilia) would be interesting. I would suggest experimenting between two armies where you think the change would add to the historical results and then let us know! Interestingly, I've pondered average dice for PIPs for regular, professional, drilled armies whilst keeping the D6 for irregular armies. Just a thought at the moment.
Jim
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Post by Baldie on Dec 28, 2017 12:07:08 GMT
Using them in combat would drive me mad
Can see it is a good twist to use them on less well led troops for PIP's, we do similar things in big multi player games of BA where Germans can share their sides dice to decide who is best to activate but each Russian player must use their own dice when pulled so their force is a little disjointed.
Would it be great if i was the Barbarian always getting stuffed with average activation PIP's possibly/possibly not but think I may try it in some friendlies.
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Post by mthrguth on Dec 28, 2017 15:17:28 GMT
My Swiss wish they could use average dice. Bows, triple shooting at blades get a 2-2.With regular dice the despicable bows kill the Swiss with 6-2, 6-1 and 5-1. ALL of those results disappear with average dice, and I get to play SAW with the longbowmen. Have to be careful what you wish for as far as play balance goes.
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Post by Baldie on Dec 28, 2017 15:25:19 GMT
Thinking further the average dice for pips would prob make you more effective than less
Probably plenty of times you dont really need six pips but never rolling a one would be fab, elephants moves and stuff out of command would never have to worry about the dreaded single dot
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Post by timurilank on Dec 28, 2017 16:18:34 GMT
Thinking further the average dice for pips would prob make you mkre effective than less Probably plenty of times you dont really need six pips but never rolling a one would be fab, elephants moves and stuff out of command would never have to worry about the dreaded single dot Global Warming seizes DBA 3
No more 'wet' plough!
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Post by Baldie on Dec 28, 2017 16:54:35 GMT
Thinking further the average dice for pips would prob make you mkre effective than less Probably plenty of times you dont really need six pips but never rolling a one would be fab, elephants moves and stuff out of command would never have to worry about the dreaded single dot Global Warming seizes DBA 3
No more 'wet' plough!
Always thought it was a good idea to buy property inland and wait for the seas to rise, becomes a sea side resort and I will be quids in
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Post by stevie on Dec 28, 2017 17:06:07 GMT
i really love this game, i just have a problem with the weight of "chance"... some games have plenty of dices to throw, so chance will be less important in the whole game, but here, chance could be the leader of the game. (just look some Tony video, it sometimes show well the problem.) but i understand that changing that may change all the thing so... If you want to reduce some of the effects of dice rolling chance, here is something you could try. Take an ordinary pack of playing cards, remove all the cards above 6, shuffle them, then place a joker on the bottom. Now do the same with another pack to make another face down stack for the opposing army. Instead of rolling a dice, both armies draw cards instead, and place the used card face down on the bottom of their stack. When a joker is drawn, shuffle the pack and put the joker face down on the bottom again. There will still be luck…but at least it ensures that both armies get roughly the same number of ‘1’s’ and ‘6’s’. I frequently use this method when solo testing a new army, or when playing solo and trying out new tactics. After all, it’s hard to tell if an army or tactic is any good if one side or the other has better dice rolls. (Frankly, I don’t understand why this method isn’t used in tournaments. It would certainly help to reduce the luck effect if both sides have the same number of ‘1’s’ and ‘6’s’.)Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by jim1973 on Jan 1, 2018 14:59:25 GMT
Thinking further the average dice for pips would prob make you more effective than less Probably plenty of times you dont really need six pips but never rolling a one would be fab, elephants moves and stuff out of command would never have to worry about the dreaded single dot That's what I was thinking. The more professional army would always have at least two PIPs, simulating training and a command structure but wouldn't get six PIPs as that would require thinking outside the square. If you wanted to add Alex or Julius as general, you could go back to the D6 to allow for brilliance (6 PIPs) but also for confusion/failure/tantrum (1 PIP). Jim
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