Random Mutations

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duff
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Random Mutations

Post by duff »

To increase the randomness of mutations, we,. well, make 'em random.
As a "payoff" Chaos and chaos dwarf teams get mutations on a roll of 9.
the coach gets their seers to see if playing with warp stone is auspicous, if it is (they like the mutation they roll) they take it. Otherwise it's a normal skill or a skill area (as mentioned on another thread viewtopic.php?t=10841). The frequency of mutations is about the same (4 in 36 assuming coaches under the normal rules almost always take stat upgrades) but traits and cross class skills become more common (assuming it's a rare coach who would't pick a mutation 9 times out of 10.

Skaven have been left unchanged.

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Post by Xeterog »

I'd make it on a 7 they get a mutation..that way you still get a mutation 1 out of 6 skill rolls....

I think I'd take a mutation instead of +ma anyway.

so, normally, you'd get a doubles on 1 of 6 rolls, (or if you'd prefer, 6 out of 36)..take out the str double (who would give up str for a mutation??)..and you get 5 out of 36 normally.

Making it a 7 (6 out of 36) would make up in some way for those times your randome mutation gives you something you wouldn't have taken in a 1000 years for that player..(tentacles on a GR or smoething else sillly like that)

and since when have Chaos dwarves gotten physical skills?

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Post by MadLordAnarchy »

Mutations, another thing the great minds of BB haven't got right. My approach is to allow players to gain mutations in the normal manner but instead of selecting a mutation (which by the fluff is ridiculous), it is semi-random. I broke down the mutations into General, Strength and Agility and allowed the coach to select which type before rolling D6 to find the specific mutation - a 6 allows the coach to select.

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Post by Alesdair »

err... yeah we also let choas Dwarves get mutations...
I'm not sure it's balenced, but since the only CD coach isn't that crash hot it's not really effected.

The random mutation on 9's actually reduces the chance of getting a mutation (cause who wouldn't take a mutation on a dub 5), but it does mean that the choas team is more diverse, and creating absolutly Killer teams (multiplue lots of Claws and RSClaw) is out... good for the game we think.

My 220k Chaos team has rolled 9 5 times, VLL and Tenticales on one CW, FA on a beastman, and i've rejected Xarms twice and got regular skills instead.
Other players don't fear to play me due to my mutations... they fear to play me because I'm good (that or the ST5 Block, horns beastman who will probably get multiblow next)

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Post by duff »

I like the idia of limited influence over the mutation you get.
The "tentacles on a gutter runner" thing is why we allow a skill to be chosen instead, but with the right amoun of influence, you wouldnt need that.

I personly like the idia of each mutation being in some way a little more powerful but also having a downside, eg big hand means you fall on a 1-2 going for it as you trip on it. I'm not sure how hard it would be to come up with accepatable balances and I know it would be hard to balance, but the idea appeals. 8)

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Post by Alesdair »

Don't even think about it!!
Random mutations are bad enough...

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Post by Pardus »

one idea i had...

Skill Roll
Mutation Roll (if applicable): Roll 1d12 on mutation chart
Aging Roll

The random mutation is added to the choices that player can take, imo it fits the fluff more.

P.S No, if you roll a double you can not pick a mutation, and if you were dumb enuf to think that, you need to A) use your brain more or B) be shot for being a munchkin

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Post by Skummy »

Random mutations are a step backward. Extra arms or two heads is a waste of a skill on most players.

If you want to see more mutations, make some of the "trash" mutations skills instead of traits. You'd see more variablility, but you would not see them picked very often.

On top of that, Chaos Dwarves simply don't need the access to mutations to be competitive.

Changing a balanced team for fluff reasons is not a good idea. Just ask all those Dwarf coaches out there.

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Post by Baron Ollie »

Skummy wrote:Random mutations are a step backward. Extra arms or two heads is a waste of a skill on most players.
That is the point! Some are "waste" but they are mutations, and they will be all different in terms of the help they will be. Mutations should be random: you are playing Chaos for crying out loud! If you want to play tough without mutations, take Orcs!

Of course, that means I am of the school that warpstone gives random mutations to Skaven as well. I don't know, but the CD issue is different. I haven't played WFB extensively but aren't Dwarves, because of their toughness, less prone to exotic mutations? I think it is kind of the same with Elves... they are more resistant due to racial factors, so they don't mutate.

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Post by gken1 »

i'm just sick of seeing claw/rsc as the only mutations taken....it'd be nice to see some variety on those chaos rosters. Bring back the 2nd edition tables....not all mutations are even good for the player!!!
remember spontaneous combustion?

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Post by duff »

Skummy wrote:Random mutations are a step backward. Extra arms or two heads is a waste of a skill on most players.
That's why the coach can pick a skill instead. You don't have to take the mutation if it's a step backward.

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