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Carnevale Notes

The document provides feedback on proposed changes to an unspecified game system. It lists several changes that are liked, such as karma rewards, fumbles from exhaustion, and streamlined morale rules. However, it also expresses concerns about proposed changes to climbing, jumping, stunned conditions, and shooting mechanics. Alternative approaches are suggested to address these areas while maintaining tactical depth and the game's core identity. Additional optional rules and more interesting magic and event options are also recommended.

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Brendan Walsh
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0% found this document useful (0 votes)
136 views2 pages

Carnevale Notes

The document provides feedback on proposed changes to an unspecified game system. It lists several changes that are liked, such as karma rewards, fumbles from exhaustion, and streamlined morale rules. However, it also expresses concerns about proposed changes to climbing, jumping, stunned conditions, and shooting mechanics. Alternative approaches are suggested to address these areas while maintaining tactical depth and the game's core identity. Additional optional rules and more interesting magic and event options are also recommended.

Uploaded by

Brendan Walsh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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There are many details of the changes I like such as;

2 Karma for 1 PRO


Higher risk of Fumbles when exhausted of Karma
Changes to Running and Running on Walls. Could the later be expanded so the model can attack at
the end of wall run and get the +1 Attack from above bonus as well as the charge bonus (if moved
3"+)?
Push attack being opposed. Maybe give a bonus to larger models pushing those that are smaller?
Ambidextrous use of 2 weapons is a nice change.
Simplified Cover modifiers. To retain some of the detail, maybe add in the scenery rules of 'less hard'
objects such as bushes and creates that they only offer protection if half the model is covered?
Testing for Drowning when Stunned I like and is something I play right now.
Streamlining Morale. Maybe add a couple of modifiers to a models MIN such as proximity of
commanders/friends/enemies, this would also booster the Brave ability so its effect is actually used
more often?

Some of what I personally not keen on and/or suggestions - apologies for the wish list format (:
Why change Karma for Will? I feel Karma is more provocative and fits nicely with the term Destiny
(dice).
I also don't get the change from COMbat to MELee, when abbreviated onto the unit cards having
MOV and MEL next to each other doesn't scan as well as MOV, COM. SHT to RNG much less so, but I
do prefer Shoot.
Though something needed to be done about climbing and often the lack of it (needing 3 Aces to climb
1 level) I really don't like what has been chosen. The suggested change not only strips the game rules
of its main identity and it's a brilliant mechanic (the number of Aces rolled is how well the model
performs) but will also turn the game bland where (unless on a severe misfortune) every character
will be climbing (and jumping) pretty much the same distance every attempted action, it matters not
how dextrous a model is they all be climbing their MOV rate (1 ace = climb MOV). Because on
average most models will get 1 Ace on a DEX test, everything will become samey and MOV becomes
the holy grail of the stat line. Suggestion, first Ace is 3", each additional Ace is +1" (or maybe +2"?)
and a Critical is a free Action?
The above also applies to Jumping. If the new rule is favoured then re-introduce a Running Leap and
give it a bonus of +2 dice. I feel that small jumps of say 1" or even maybe up to half the models DEX
shouldn't need a separate action and just use up the character's movement.
Whats happened to Jumping Down, where is it, especially onto an opponent? This move should be
the mainstay of the game, where players are constantly vying for position using the amazing dense
board of buildings otherwise sometimes it's just as easy and safer to just play on the ground level.
This move should have a huge incentive such as +3 to combat. A house rule I play right now is that
any attack from above (jumping down off a building) gives the model a free combat action as there is
nothing more silly then setting up a cool move jump on an enemy and nothing happens!
Many have mentioned that because of the PRO stat and with many defensive style bonuses and
abilities more often than not characters often find they cannot hurt each other. I would like to see
the base PRO of an unarmoured human be 1. With a lower base protection the shooting cover
modifier could be a PRO bonus rather than a shooters negative modifier. Maybe it help balance
armour and the abilities to.
Just curious why drowning is now a normal attack (with -2) an opposed roll represented the struggle
pretty well? Bigger bonuses for swimmers and water creatures those canals a little more frightened.
Whereas Low Blow and Round House attack, I like the option and tactics these alternatives bring to
the game, at least put them in an optional rules section?
Small bases get bonus over large base seem counter intuitive.
Shooting needs to be potentially more deadly (to promote tactical moving and positioning) but
changing the base building block of the games mechanic (Aces are 7+) shouldn't be used, for
simplicities sake if nothing else unless there is absolutely no alternative. I would like to see a bonus
+1 for higher ground (to also promote positioning).
With the removal of the pain thresholds the status of Stunned is now very rare, I feel this shouldn't be
the case - stunning an opponent (or/and injuring them) before sending in a friend/s had a realistic
tactical spirit to it. Though there was extra book keeping and the negative modifiers were way to
much I liked the decreasing worth of your models in the thick of it (as you hurriedly send in a healer as
your leader limps away from the fray). I like there still to be some sort of injury status and a method
of stunning enemies based on how many wounds were inflicted, Maybe injury only effects PRO and
DEX ? If the idea is to simplify the record keeping then could you still include the thresholds on the
stat cards for those that would like that extra detail (having it as an optional rule)?
Bonus of +1 attacking Stunned models?
Biggest wish for extra dynamism (on what probably looks like a massive wish list) , base AP would be 3
for a reasonable fit skilled human character, 2 for civilians encumbered models and 4 for elites (5, 6
for the gifted)

About weapons, skills etc


Return the whip to range 4, having a bonus of just 1" over a halberd (causing less damage) does not
make it unique enough.
I suggested before a cool dynamic parry/sword fighter rule for swords would be cool to differ rent
from the other weapons (especially hand weapons).
Want points for weapons, equipment and magic items for one off games?
Climbing Tools; include a rule to Rappel.
Block: maybe forcing re-rolls or another alternative, as this is just basically another layer of
protection.
Fascination is also just like another layer of protection. Change to MIN test, failing means action is
wasted. (A failed Fear MIN test force the model to flee?).
Bring back Sneak Attack option? that was cool. the whole infiltration rules should be rethought
though I feel as often the case in low turn games they're just not worth doing.
Minimum 4" wide canal? why? don't restrict peoples boards and freedom to create.
Never liked the balance of victory point rewards, never felt right. I increased the VPs given out for
agendas slightly. I also modified the Agendas to reward much more movement and positioning to
help stop big moshes in the middle of the table.
Could we have more and crazier/interesting events, deck of cards please?

Magic.
Something to increase the usefulness/specialness/frequency of magic. It is quite limited in our games
because of the small number of APs each character has access to and limited Karma/Will points.

Just some untested suggestions on the spells (;


Bloodlust. +1 Combat to its next activation.
Bloodweaving. worth sacrificing a whole model? Bonus permanent?
Hydras Claw. Don't think with a high difficulty of -2 this is worth 15pts.
Walk between Worlds. Also increase the mages MOV.
Waves of Force. If the difficulty was a bonus (say +2) then I can see this spell being taken.
Pryroblast. Add flaming?
Groundsnap. Probably too expensive.
Infernal Images. Target makes a single move away to 'hide'?
Dispel. A much longer range to consider taken this I think.
Sundar Armour. Permanent?

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