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  1. #11
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    While there are some nasty issues in other areas, I love Dark Heresy/Rogue Trader's critical damage tables. 20 pages of truly entertaining ways of suffering severe injury, all based on the body part struck and method of damage. It's characterful, grimdark and funny all at the same time. The psychic tables in general for a similar atmospheric reason. I specialised in playing psykers and after experiencing how things can go wrong even when they go right, and the horrifying effects of the perils of the warp when it isn't being abstracted to 'take one wound', you better understand why everyone is scared of them.
    Kabal of Venomed Dreams

  2. #12
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    Quote Originally Posted by Denzark View Post
    Blip tokens in Space Crusade. Especially the blank decoy ones. Ratchets up the tension.
    ohh yes, the blank blips really do add to the game.

    - - - Updated - - -

    for me, it's the core basic D20 system, at it's most basic, it's a great system for RPG's and Skirmish games, it's only when you added tons of OGL extras that it get's bogged down.

    It's why they have been able to recreate old school RPG's such as OSRIC.
    "I was there the day Horus slew the Emperor".....
    my blog http://madlapsedwargamer.blogspot.co.uk/

  3. #13

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    I like the Order system for Imperial Guard, it really adds to some narrative moments during the game. In addition to that, Malifaux's Death Marshals are fun to play because of the ability to lock your opponent in a coffin and carry him away. Stole my opponent's leader in a demo game and ran away, cheating the cards so that he stayed in the box until I'd carried him out of the fight.

    I also liked Firestorm Armada's means of dealing damage, 4s inflict a Hit, 6s Explode and the re-rolls also Explode on 6s. Nice and simple, and lets you concentrate on your positioning and flanking. I'm looking forward to seeing what Spartan Games does with the Halo IP they've acquired based on this.

    I never played much Dark Heresy, but one session involved us raiding an Ork camp and hiding behind a Pile O' Gunz. The Orks saw us and swarmed over the pile, we retreated and I fired my Hand Flamer at the pile of loose ammunition. I love the rule where you get a Crit when you roll a 1 on the D100, can't remember the name of it right now. We sent most of a Mob of Boyz up in flame and it was my only decent kill the whole time I played the character. He was otherwise a Priest who healed the injured and didn't love fighting other humans, only the Xenos and the Mutant.
    Read the above in a Tachikoma voice.

  4. #14
    Chapter-Master
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    I am very pleased with my game mechanics so far
    Twelve monkeys, eleven hats. One monkey is sad.

  5. #15
    Librarian
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    +1 for Infinity!
    The 'always your turn' bit and d20's has me hooked. I also really like opposed rolls (Warmachine/Hordes does this too) where to hit it is your Ballistic Skill vs the target's agility/size/defense, etc.
    I love having to really pay attention during your opponent's turn for your reactionary shooting.

    Also X-Wing for alternating Pilot and Skill activation.
    I love me some 40k (been playing since '89) but I also really appreciate games that try and get away from the 'your turn, my turn' mechanic.

  6. #16
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    Malifaux's got a few I like. And since I am a fan of lists:
    - Cheating fate. Need a symbol to trigger an ability? Drop the card that has it.
    - Schemes. Wait, with the right scheme, I can get wiped and still win? Sure!

    I agree on the WW/ TOP Storyteller mechanic.

    I also like Fate's character creation. It forces (ish) you to create your character's concept before their "build", since that generates your "Aspects" which will benefit you for acting within the character's idiom.

    Pathfinder Adventure Card Game. And really, any card game in that vein where your deck also represents your "Hit Points." (Dragonball Z was the first TCG that I know of that did that.)

    Speaking of card games. I think Fantasy Flight's Star Wars LCG has an interesting deck building mechanic. Pick your objectives, and that's where your decklist comes from. Makes the question of agonizing over two copies of a card, or three of them moot.

    I love asymmetrical game play. Netrunner comes to mind. Any game in which my means to win are entirely different from yours, I like. I rather liked the personal victory conditions of Dead of Winter as well. Collectively we won, but because I succeeded in my own personal goal, I win more. HAHAHAHAHA!

    Finally, hidden loyalty games are fun to me as well. I love that double-guessing paranoia.

  7. #17
    Iron Father
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    My own experience says X-Wing. When two kids 5 and 7 can learn the simple rules and happily play a game and have as much fun as me in a Tournament, I think it's hard to argue that the games mechanics are anything but great.
    http://paintingplasticcrack.blogspot.co.uk

  8. #18

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    Malifaux's 'Control deck' system is awesome as well; the fact you have what is a essentially a hand of dice you can use to influence any 'roll' in the game is a great one. never managed to play a game of it, but the rules just seem really fun.

    My own experience says X-Wing. When two kids 5 and 7 can learn the simple rules and happily play a game and have as much fun as me in a Tournament, I think it's hard to argue that the games mechanics are anything but great.
    Thinking about it, this really should be the acid test of a game's core systems; the expansions should be the thing that take a game into the realms of 'mature/adult' play.
    AUT TACE AUT LOQUERE MELIORA SILENTIO

  9. #19
    Chapter-Master
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    If we are throwing in Board Games as well... the second edition War of the Ring from ARES games has amazing asymmetrical thematic play and really cool game mechanics. Especially the dice mechanic where you roll to see what actions are available to you.

    And if you want awesome historical game mechanics it's hard to beat those found in PIQUET Field of Battle Second Edition. (same mechanics are in FOB WW2 and Pulse of Battle Ancients) The mixture of dice & card deck mechanics ensure that even in a period of linear warfare, no two games play the same. Hands down my favorite game mechanics for Horse & Musket.
    My Truescale Insanity
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  10. #20
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    Quote Originally Posted by Alex Knight View Post
    Malifaux's got a few I like. And since I am a fan of lists:
    - Cheating fate. Need a symbol to trigger an ability? Drop the card that has it.
    Quote Originally Posted by YorkNecromancer View Post
    Malifaux's 'Control deck' system is awesome as well; the fact you have what is a essentially a hand of dice you can use to influence any 'roll' in the game is a great one. never managed to play a game of it, but the rules just seem really fun.
    I like how the control deck is used not only for cheating fate but also for a lot of other aqbilities, like avoiding instant kill abilities or the Defense value of Void Wretches or the Nothing Beast.

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