The best thing about the Warcry one roll system is you can pick up the attack dice without know anything else and just roll them. Then you can work it all out after that. That makes it super easy for a new player to learn and for experienced players it keeps the action flowing. I disagree with you on the Vexmor thing, their existence isn't a problem with the rules but a very intentional choice from the design team. It's a high damage but very random fighter, everything competitive players love and hate all in one model!
Roll to hit, rillll to wound, roll for armour, roll for firled/other, use a resource if relevant (possibly rolling to see effect). Or roll oonce to attack and use reaction/saved up dice for Warcry abiity (if relevant). Warcry is just a development of the GW attack system. So is the scenarion making.
I love this video. I love maths but I agree that average is a powerful but also limited statistic. I always also look at the chance to miss and the chance to do the Crit value or more as additional statistics. It requires more maths but gives quite a lot of additional insight.
It all depends on what you need. If you're swamped with chaff, reliable attacks are less likely to cause you heartache. I think there's an element of observational bias here - you're very likely to notice the big numbers when they happen. Analysing the max output of your comparisons is only half the equation - what's the expected output? To go back to the game design q, the buckets of iterative dice isn't the only way to produce more reliable results - adding dice is produces a bell curve with far less effort. But one consequence of that curve is that the barrier for new players goes up. As outcomes become more predictable, the chance of the dice giving someone a lucky break diminish, and lucky breaks are what often sustain the interest of a new player. Every wargamer, I am convinced, thinks they're in the top 50% of wargamers. We tend to blame rng when things go south (which, for 50% of us, they do more often than they don't). But often it's those little happy accidents of success that kept our interest when a perhaps more expected result wouldn't that are just as important for a game as a whole.
imo Vex is ok, need i say it, he is actually balanced. even if that 5/10 sounds like "omg what are you doing GW??" he isn't that effective once you find loopholes, like Vex is slow, and rolling 1-2 dice just is a turn off cos it tends to always give me 1 and 2. i'm sure they learn their lesson after Chimera.
I’m not saying he’s unbalanced, I’m saying he’s in an interesting design space that I don’t think fits well with the system. He’s got plenty of flaws and weaknesses for sure!
Gutlord won me every game I played him in last time I played - Gutlord being so good makes other things feel bad to play - every time I try playing a Megaboss instead I'm disappointed 😅
@@wargamesontoast you spoke about the two attack 5/10 profiles being bad for the game because of how swingy they are - do you think the Gutlord is ok because it's more consistent?
@kidzurag The Gutlord got a points increase in the FAQ, so I’m glad it’s been reigned in a bit. The Gutlord is weird because you fully expect it to murder everything - especially with Brewgit (also got a points increase). Dude is an overkill machine. He still falls into the camp of “I’m not a huge fan of 5/10 as a damage profile”, but he is deffo a consistent menace, haha.
@@wargamesontoast you have no idea the sadness you've just caused by reminding me of the brewgit points increase - I'd just finished painting mine when the nerfs hit - rest in peace little brewgit 😔
Is there a way you would demonstrate a Slow devastating swing with the system? How can you make an attack Feel like it is heavy & slow, easily avoided, but if it hits would decimate anything it touches? At least for Mollog that seems like the intent, and in that regard I've always enjoyed how that feels in general, except when he's swinging against something equally large. Just my thoughts as well. I enjoyed the video & definitely agree with mist of the points.
I’m not entirely sure how I would implement it within the restrictions of the system. But I’m also not entirely against the concept of low attack high output. I mean, Wielder Of The Blade and the Royal Decapitator fit into that. 5/10 feels like it pushes it a bit too far in terms of the swing potential due to the raw damage per dice. Mollog is interesting because he’s incredibly expensive in terms of points. He also fits into Destruction which has access to Brewgit and blessings innately bring in to 3 attacks, not 2. Mollog often feels like overkill - which I am totally fine with. Vexmor feels like he’s just a ball of chaos in comparison - which I guess is the point. If I was to redo the video I’m not sure I would say I would want him reworked. I think it would be better to say I would like profiles like his to not becomes more common. Chaos inherently keeps him in check as it’s almost impossible to get more actions out of him. If Vexmor was in Order, he’d be unbelievable haha I guess if I wanted to make it more avoidable, it’s maybe lower his strength since that stat determines accuracy
@@wargamesontoast I personally think there should be a cap on Attacks based on Damage. I think 5/10 profiles should never go above 2 as a base (& not be able to be blessed higher either). I think having to invest dice to get to 3 A or higher with rare cases like Brewgit (but that particular buff has limits of its own). Similarly though I think 4/8 should cap out at 3A base (even with blessings). I think it would veer off theme if they had lower strength or higher Attacks on lower damage, but I'm willing to try it. My group is fairly open to homebrew. I'm working on the discord to test on ToC 21 Bladeborn updates, so I'm willing to try something with a little less damage.
100% fine for the game - I can see how it feels bad for casual people, but its adjusting to play things. Same as card games and other things that get something thats good. GA Chaos is hurting for more design and he at least opens it up to not just take fomo or myrmadon.
The best thing about the Warcry one roll system is you can pick up the attack dice without know anything else and just roll them. Then you can work it all out after that. That makes it super easy for a new player to learn and for experienced players it keeps the action flowing. I disagree with you on the Vexmor thing, their existence isn't a problem with the rules but a very intentional choice from the design team. It's a high damage but very random fighter, everything competitive players love and hate all in one model!
It is an amazing system. I do think 5/10s push it a little too far. They pulled it off well with 4/6 and the like. But that’s just me.
Roll to hit, rillll to wound, roll for armour, roll for firled/other, use a resource if relevant (possibly rolling to see effect).
Or roll oonce to attack and use reaction/saved up dice for Warcry abiity (if relevant).
Warcry is just a development of the GW attack system. So is the scenarion making.
I love this video. I love maths but I agree that average is a powerful but also limited statistic. I always also look at the chance to miss and the chance to do the Crit value or more as additional statistics. It requires more maths but gives quite a lot of additional insight.
Glad my limited understanding of maths brought some level of enjoyment hahaha
With Spearhead clogging up the Warhammer-sphere, this is a great reminder of why we love Warcry. The first half, anyway
Warcry is wonderful
It all depends on what you need. If you're swamped with chaff, reliable attacks are less likely to cause you heartache. I think there's an element of observational bias here - you're very likely to notice the big numbers when they happen. Analysing the max output of your comparisons is only half the equation - what's the expected output?
To go back to the game design q, the buckets of iterative dice isn't the only way to produce more reliable results - adding dice is produces a bell curve with far less effort. But one consequence of that curve is that the barrier for new players goes up. As outcomes become more predictable, the chance of the dice giving someone a lucky break diminish, and lucky breaks are what often sustain the interest of a new player. Every wargamer, I am convinced, thinks they're in the top 50% of wargamers. We tend to blame rng when things go south (which, for 50% of us, they do more often than they don't). But often it's those little happy accidents of success that kept our interest when a perhaps more expected result wouldn't that are just as important for a game as a whole.
imo Vex is ok, need i say it, he is actually balanced.
even if that 5/10 sounds like "omg what are you doing GW??" he isn't that effective once you find loopholes, like Vex is slow, and rolling 1-2 dice just is a turn off cos it tends to always give me 1 and 2.
i'm sure they learn their lesson after Chimera.
I’m not saying he’s unbalanced, I’m saying he’s in an interesting design space that I don’t think fits well with the system. He’s got plenty of flaws and weaknesses for sure!
I do love how much Vexmor hades both united and divided the community upon joining Warcry
He’s a legend
"Vibes based math" may just be my favorite new saying dude hahaha (The final thanks section should be called Post Toast Toast's Toasts)
What can I say, I am a visionary. Whole new fields of study are opening up now
Gutlord won me every game I played him in last time I played - Gutlord being so good makes other things feel bad to play - every time I try playing a Megaboss instead I'm disappointed 😅
Gutlords are WILD
@@wargamesontoast you spoke about the two attack 5/10 profiles being bad for the game because of how swingy they are - do you think the Gutlord is ok because it's more consistent?
@kidzurag The Gutlord got a points increase in the FAQ, so I’m glad it’s been reigned in a bit. The Gutlord is weird because you fully expect it to murder everything - especially with Brewgit (also got a points increase). Dude is an overkill machine.
He still falls into the camp of “I’m not a huge fan of 5/10 as a damage profile”, but he is deffo a consistent menace, haha.
@@wargamesontoast you have no idea the sadness you've just caused by reminding me of the brewgit points increase - I'd just finished painting mine when the nerfs hit - rest in peace little brewgit 😔
Is there a way you would demonstrate a Slow devastating swing with the system? How can you make an attack Feel like it is heavy & slow, easily avoided, but if it hits would decimate anything it touches?
At least for Mollog that seems like the intent, and in that regard I've always enjoyed how that feels in general, except when he's swinging against something equally large.
Just my thoughts as well. I enjoyed the video & definitely agree with mist of the points.
I’m not entirely sure how I would implement it within the restrictions of the system. But I’m also not entirely against the concept of low attack high output. I mean, Wielder Of The Blade and the Royal Decapitator fit into that. 5/10 feels like it pushes it a bit too far in terms of the swing potential due to the raw damage per dice.
Mollog is interesting because he’s incredibly expensive in terms of points. He also fits into Destruction which has access to Brewgit and blessings innately bring in to 3 attacks, not 2. Mollog often feels like overkill - which I am totally fine with. Vexmor feels like he’s just a ball of chaos in comparison - which I guess is the point.
If I was to redo the video I’m not sure I would say I would want him reworked. I think it would be better to say I would like profiles like his to not becomes more common. Chaos inherently keeps him in check as it’s almost impossible to get more actions out of him. If Vexmor was in Order, he’d be unbelievable haha
I guess if I wanted to make it more avoidable, it’s maybe lower his strength since that stat determines accuracy
@@wargamesontoast I personally think there should be a cap on Attacks based on Damage. I think 5/10 profiles should never go above 2 as a base (& not be able to be blessed higher either). I think having to invest dice to get to 3 A or higher with rare cases like Brewgit (but that particular buff has limits of its own). Similarly though I think 4/8 should cap out at 3A base (even with blessings).
I think it would veer off theme if they had lower strength or higher Attacks on lower damage, but I'm willing to try it. My group is fairly open to homebrew. I'm working on the discord to test on ToC 21 Bladeborn updates, so I'm willing to try something with a little less damage.
@evanjackson3527 Fair points well made. As long as we keep getting interesting things to natter about, I’m all for it :D
🤘🤘🤘
'this video isnt all about vexmor, but its totally all about vexmor' XD
Maybe…
Get on with it
I’m fine dawdling
Vexmor is not good for the game
I think he pushes it a bit far but I would love to see if and how they rework the beast
100% fine for the game - I can see how it feels bad for casual people, but its adjusting to play things. Same as card games and other things that get something thats good. GA Chaos is hurting for more design and he at least opens it up to not just take fomo or myrmadon.