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guillaumetexas

Permanent navigator for movement rule

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After several games, I have come to the conclusion that changing the movement to "roll 2 D6 and choose" makes for a very streamlined game. Essentially everyone has access to the yellow threat card "Navigator".

 

This lowers game time dramatically. Games with 2 players take up to 2hrs from start to finish with scenario endings. By 1hr of gameplay, players have at least 1 relic if not 2 and are moving in the middle tier.

 

It means you have less of that unpredictability that a regular D6 would give, but all in all, the players preferred this option.

 

What happens on a double? Nothing. you just move the roll indicated. That way the movement rule is easy to remember for everyone.

 

With 3 players, this change makes a big difference to the game. No more players b$$ching about not being able to land on a space to finish a mission for many turns. Herego, players are happier, the mood around the table is better, everyone has fun.

 

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After several games, I have come to the conclusion that changing the movement to "roll 2 D6 and choose" makes for a very streamlined game. Essentially everyone has access to the yellow threat card "Navigator".

 

Except 2d6 and choose is NOT what that Navigator does. The card says "may roll 1 additional die for your movement roll." Nothing about choosing one die or the other, so that extra die is added. Further, you can't even roll the normal die first and then decide to use the Navigator because: "If an ability allows a player to roll additional dice, he must

roll all dice simultaneously." (p. 20)

 

So Navigator is roll 2d6, add the results together and move that many spaces, turning 1-6 into 2-12. Great with Ancient Orrery (move up to your roll instead of full roll), but otherwise, discard bait.

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After several games, I have come to the conclusion that changing the movement to "roll 2 D6 and choose" makes for a very streamlined game. Essentially everyone has access to the yellow threat card "Navigator".

 

Except 2d6 and choose is NOT what that Navigator does. The card says "may roll 1 additional die for your movement roll." Nothing about choosing one die or the other, so that extra die is added. Further, you can't even roll the normal die first and then decide to use the Navigator because: "If an ability allows a player to roll additional dice, he must

roll all dice simultaneously." (p. 20)

 

So Navigator is roll 2d6, add the results together and move that many spaces, turning 1-6 into 2-12. Great with Ancient Orrery (move up to your roll instead of full roll), but otherwise, discard bait.

 

 

Indeed you are correct. I only realized my mistake after I posted the topic. Unfortunately I don't seem to be able to change the title of the post. 

 

In any case, rolling 2D6 and choosing 1 for your movement changes the strategic aspect of the game quite substantially. I am now much more likely to finish a mission in 5-6 turns and progress steadily towards my goal.

 

When I first played with 1 die, there were times when I spent 6 turns just praying to land on the right space. Especially tricky when a player is out of power cards, or the power numbers do not correlate with the rolls needed to go on a specific space.

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A nice house rule, though it does alter the balance of the game to favour the more polarised characters at the cost of the more generalist ones. One of the few weaknesses of the most powerful character (the Psyker) is that if he is forced into a battle type he can't handle early on, he can be rapidly weakened. Likewise for the Ogryn. In contrast, the Space Marine is able to deal with two battle types from the start, and the Inquisitor and Rogue Trader are fairly well rounded too.

 

Giving more control over movement reduces the risk of landing on a encounter you can't handle, and thus strengthens specialised characters.

 

Not that the characters are exceptionally well balanced anyway!

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The only two balance tweaks we've found necessary  are:

 

a) in a game against Rogue Trader,  the Tech Priest gets to go first, so as not to lose his starting Wargear

 

b) limiting Psyker's special ability  to draw Power cards. He can only draw a new Power card using his ability, if it wouldn't cause him to exceed his Limit. Also, he cannot discard Power cards voluntarily(unless another game effect has him drawing Power cards above his current limit) He must use up Power cards validly, in order to gain a new Power card with his ability.

 

For instance, if his Power limit is 2, and he has Pilfer and Zealous Faith in his hand, he cannot simply discard them to make room for other cards. He must play them correctly-either use them for a battle/skill roll or play them for their special effect after winning a battle.

 

This puts some necessary strain on the Psyker and encourages correct management of available Power cards, preventing senseless burning through the Power deck

 

 

Personally, I think the movement in Relic, is fine as is, as there are many abilities/ways that allow you to modify movement freely.

Adopting more flexible movement rules will devalue Power cards, and reduce the risk of getting into unwanted encounters.

Edited by zealot12

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