B. Nikolaev. Spring 1945. |
- Write Clear, Unambiguous Rules
- Eliminate As Much Subjectivity As Possible From The Rules
- Update Rules When Problems Are Found Instead Of Ignoring Them
- Balance Overall Complexity, While Generally Reducing It Compared To 5th Edition 40K
- Reduce Overall Play Time By 25-33% Through Streamlined Mechanics
- Reduce Overall Randomness To Make The Game More Deterministic
- All Randomness Should Serve A Purpose
- Reduce The Time Spent Waiting On Your Opponent
- Design The Rules In Such A Way As To Discourage Slow Playing At Competitive Events
- Introduce More Interesting Weapon/Defense Mechanics To The Game
Write Clear, Unambiguous Rules
TheDaR has suggested that we follow the same format as the Magic: The Gathering Comprehensive Rules.
http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/rules
This approach would require both an Introductory and a Comprehensive version of the rules. Most likely we will produce and discuss something similar to a comprehensively written rules set and then 'translate' it into something less intimidating for new players.
Other Determinations:
- We Must Have Version Numbers On All Rules Publications
- We Must Clearly State If Book Y Is Replacing Book X
- We Must Have A Master Glossery Of Terms
Indexes are needed.
Eliminate As Much Subjectivity As Possible From The Rules
Basically, we're going to remove all of the big argument starters from the game. Both to speed things up and to reduce stress.
Specific Hot-Button Items:
- True Line of Sight
- Blast Weapons
- Clear Terrain Standards
Reduce Overall Play Time By 25-33% Through Streamlined Mechanics
Fewer overall dice rolls.
Straightforward movement and assault rules.
Reduce Overall Randomness To Make The Game More Deterministic
Dice rolls only for:
- Shooting Attacks
- Close Combat Attacks
- Psychic Powers
- Leadership/Morale
- Falling Back
- Deep Striking/Reserves
- Terrain Movement
- Number of Shots
All Randomness Should Serve A Purpose
Randomness should exist to introduce a carefully chosen level of uncertainty into certain actions. It should never be used simply to add "fun" or "excitement" to the game. There should always be an easily understood risk/reward payoff to any randomized action or list choice.
Reduce The Time Spent Waiting On Your Opponent
Allow Pre-Measuring.
Keep probability calculations relatively simple.
Introduce More Interesting Weapon/Defense Mechanics To The Game
This will take many forms, but we'll stive to add more character to how the various classes of weapons work. In part, because without a saving throw some of 40K's existing weapon differences will be lost. But also because we want a more futuristic, fluffy feel to our weapons and the defenses that are intended to counter them.
Contributing Discussions:
Overall Development Goals
To Pre-Measure, Or Not?Overall Development Goals
Lascannon Idea
What About Bolters?
-SandWyrm
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