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Mark Johnson
United States
Lexington
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Files
Jul 17, 2009
LoRH Variant.doc (125 KB) (Log in or Register to download.)
Impulse-based moves and combat die ranges replace IGO-UGO and CRT. Also includes an optional rule for step reduction of King's Foresters and Knights.
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Robert Trebor
Poland
Poznan
Hello and thank you for the improving rules modifications. There is only one thing I would recommend to do the other way. If I understand it correctly, your proposed changes in combat procedure do not correspond to archery/melee strenght numbers on unit's counters. My proposal reg. combat resoluton is a follows:
The archery/melee strenght of a unit equals the number of d6 dice which the unit rolls to check for a hit. Unit gets a hit if it rolls 5 or 6 on at least one of its attack dice. Example: Merry Men archery strenght is "2" thus they roll 2 dice to check for a hit - even if they roll 5/6 on both dice they only get 1 hit vs opposing unit(s). (Merry Men could alter. roll one dice and re-roll it in case of failure).

All the original combat modifiers: e.g. (-1) for melee in Keep etc. still count as roll modifiers, thus for example getting a hit in forest in fact requires a roll of 6.

Please let me know what you think on above proposal.
 
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  • Posted Sun Oct 4, 2009 8:32 pm
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Mark Johnson
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adsumus wrote:
Hello and thank you for the improving rules modifications. There is only one thing I would recommend to do the other way. If I understand it correctly, your proposed changes in combat procedure do not correspond to archery/melee strenght numbers on unit's counters.


Correct: the die ranges do not correspond to the strength on the original counters. But the die ranges correspond to the original percentages of success when one unit attacks another. For example, when a single Men-at-Arms unit attacks a single Merry Men unit using the base game rules, the chance that it will eliminate the Merry Men without suffering loss is 50 percent (a roll of 4, 5, or 6 on the Melee Table's 2-1 column). Using my die range variant, the Men-at-Arms has the same 50 percent chance of success (die range of 4-6 on a d6).

My intent with using die ranges is to streamline the procedures and speed up play while maintaining the results of the original design as much as possible. The die ranges correspond nicely with the exception of the melee strength of Merry Men. On the melee table here are the chances of success when a MM attacks the three different types of sheriff units:

vs. Men-at-Arms: 16.67 percent chance of eliminating the target without loss (a roll of 6 on the Melee Table's 1-2 column).

vs. Knights: the best it can hope for is an exchange 16.67 percent of the time (a roll of 6 on the Melee Table's 1-3 column).

vs. King’s Foresters: 33.33 percent chance of eliminating the target without loss (a roll of 5 or 6 on the Melee Table's 1-1 column).

I decided to go with a die range of 5-6 for MM melee, which corresponds to the chance of success vs. Foresters although it makes MM more powerful against Men-at-Arms and Knights. The only alternatives would be to vary the die range by target (which violates my simplicity intent) or to give the MM a die range of 6 (which means that any negative DRMs will reduce the chance of success down to zero)

adsumus wrote:
My proposal reg. combat resoluton is a follows:
The archery/melee strenght of a unit equals the number of d6 dice which the unit rolls to check for a hit. Unit gets a hit if it rolls 5 or 6 on at least one of its attack dice.


Using an "attack die" approach will work, but you will need to take into consideration how the percentages of success vary from the original design. Using the MA vs MM situation from above, your attack die method will result in the MA eliminating the MM 55.56 percent of the time (20 out of the 36 possible combinations when rolling two d6 will contain a five or six) instead of the 50 percent chance that the melee table will yield.

Mark
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  • Edited Wed May 26, 2010 3:11 pm
  • Posted Fri Apr 23, 2010 8:27 pm
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James Lally
United States

Kentucky
Mark,

I really like your tweaks to the game rules.

Your new die-oriented melee charts are quite good. I also like your impulse-based movement changes.

Would you be able to give some more specific examples of how your changes differ from the original rules?

Also, could you illustrate your changes with a sample round of combat and movement so I better understand how to implement your tweaks in my next game?

Thanks,

Jim
 
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  • Posted Sun Apr 25, 2010 3:24 am
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Mark Johnson
United States
Lexington
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mythreindeer wrote:
Mark,

I really like your tweaks to the game rules.

Your new die-oriented melee charts are quite good. I also like your impulse-based movement changes.

Would you be able to give some more specific examples of how your changes differ from the original rules?

Also, could you illustrate your changes with a sample round of combat and movement so I better understand how to implement your tweaks in my next game?

Thanks,

Jim

An illustrated example of play is now posted in the forum. Check it out!
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  • Posted Wed May 26, 2010 8:35 pm
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