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Alternate decay?

Posted: Wed Dec 23, 2009 6:14 am
by oryxwild
No one seems to like the function of decay much, myself included. It would be so much more appealing if it had an in-game effect!

While I was reading the khem thread in the ex. Rules forum, I had a thought. Just throwing it out there.

Instead of doubling cas rolls, let's say it doubled injury rolls when armor is broken. Less of a problem for team development, but much more useful for a lucky ko or two.

What do you guys think?

Re: Alternate decay?

Posted: Wed Dec 23, 2009 6:19 pm
by lerchey
The current decay (which I neither hate nor love having not used it yet) is at least clean. If you do double injury rolls, you could end up with odd situations like double stun or combinations of stun/KO, KO/CAS, etc. Would you take only the worst result for the player? What would happen if they received two CAS? Take both like decay does now? Or take only one? Worst of the two?

Seems that there are nuances to work out. :)

Re: Alternate decay?

Posted: Wed Dec 23, 2009 7:59 pm
by DoubleSkulls
That new decay would be a lot worse for team performance because at the moment, when armour is broken, Decay stay on the pitch as much as anyone. With your rule KOs/Cas jump from 41.7% to 65.9%. Its a little bit less brutual in terms of permanent damage but this would have a direct effect on gameplay.

Re: Alternate decay?

Posted: Wed Dec 23, 2009 8:34 pm
by plasmoid
On the other hand, so does Tomb Guardians dying :wink:
But seriously - I can't determine which one is the harshest.

Re: Alternate decay?

Posted: Wed Dec 23, 2009 8:44 pm
by oryxwild
But we could afford to make the tomb guardians and/or the team stronger if decay had more of a discernable in-game effect. Of course the worst result would apply, and in the case of two cas regen would be rolled seperately. At the same time, tombg death - one of the worst possible events for an advanced khem team - would theoretically be reduced. I haven't run the maths on that one, its just a guess.

Decay should, imo, have an immediate in game effect like stunty does

Re: Alternate decay?

Posted: Wed Dec 23, 2009 11:51 pm
by DoubleSkulls
Actually looking at the numbers it seems the proposal would generate more retirements or deaths than the current rule - and more KOs to boot.

Under the current rules 1/6 of injury rolls cause a cas (ignoring Mighty Blow). 5/9 of those result in a permanent injury or death. Half of those regenerate - giving about 4.6% permanent injury rate.

Under the proposal 11/36 injury rolls cause a cas, 1/3 of those result in a permanet injury, and half are regenerated. Giving about a 5.1% permanent injury rate - 10% more.

Re: Alternate decay?

Posted: Sat Mar 20, 2010 4:15 am
by Smeborg
I agree with Doubleskulls. The proposal looks worse than the current Decay (the earlier a re-roll occurs in a sequence of rolls of this kind, the greater its game effect).

The main problem I have with Decay is that it does not bring decay, it brings deaths and retirements. That's why I think Nurgle would be a more fluffy team if the players with Regen swapped it for Thick Skull (which is a more Nurgly skill anyway, Nurgle being tough in the Warhammer world, rather than regenerating). With Thick Skull, but no Regen (and no Apoth), the on-pitch performance would get a boost, but the team would degenerate rather nicely (you would more or less be forced to accumulate injuries on skilled players). Just an idea.