I'm not remembering it wrong, that is basically exactly how I stated it. That is not random. You DO NOT roll the skills on the lists.
To quote from what you just posted, "To determine a new skill for a fighter, pick the type of skill you want from those available,"
So even what you quoted doesn't support you. Again all the rolls determined is whether you got to get an stat increase, or if you could choose off a table you weren't normally allowed to. You still CHOOSE once that was determined. That is not random skill generation no matter how many times you repeat that lie.
It even stated that each type had certain list. #facepalm did you even bother to read what you posted?
And personally, I'd like to play Necromunda. Not sure what game you want to play. The Mordheim adaptation while enjoyable wasn't Mordheim anymore. And when you look at the success of BB2 in comparison, clearly fans are more interested in more faithful adaptations.
"To climb, a model must take an Initiative test. If he fails it whilst climbing up, he cannot move that turn. If he fails it while climbing down, he falls from where he started his descent"
Which was rare with how the initiative was set up.
And again the skills were not RANDOM, stop lying.
@anguloke I think you are misremembering some things.
You rolled when you leveled, if you got a stat roll you did not have to take it, you could go to the skill tables. If you rolled a certain roll you could choose off the non-standard skill lists.
No you did not roll randomly on the skill tables. YOU are misremembering.
"There are several types of skill and each has a separate list. You may not choose the same skill twice"
Each class or ganger type had certain lists it could use and couldn't. Sometimes on the initial roll you were allowed to roll on lists you weren't normally allowed to.
And funny how you say training time adds a factor to managing a Gang, but you don't think to have to deal with not being able to perfectly min max isn't something to manage.
Now I'm all for sticking as closely to the TT, but video games are different.
No, not all of them are different.
A system like this would be extremely frustrating as you had no chance to plan out a character and were left to RNGsus, whom a lot of people dislike!! I can't remember how manytimes Mordheims to hit system got under fire since release... Like insanely...
You have no argument to claim it would be any more frustrating in the video game than the TT. It isn't frustrating at all in BB2 or the TT version of any of the games.
So basically again, you really don't want to play Necromunda clearly.
So in regards to climbing, it would be completely wrong to just allow automatic climb/jumps for just a SP cost - in the TT you had to make an initiativ test pr. I think, 2 1/2 inch of climbing. This translates into the video game as a percentage test, that is affected by your agility.. It makes perfect sense in my mind to have this in the game, and the SP cost is always 1 (for higher climbs it should maybe be twice that actually)
No it did not work that way.
"He may climb up to his total Movement in a single movement phase (but cannot run while he is climbing). Any remaining movement can be used as normal. If the height is more than the model’s normal move, he cannot climb"
Training time for skills and the likes makes good sense in a strategic video game - it adds a management aspect instead of instant training. It would take away a lot of the challenge of the game if it wasn't there.
It adds nothing positive to the game. This isn't something enjoyable at all, and wasn't part of the TT.
Regarding health they could deffinatly make that differently - the problem is, that you don't have ANY way to defend against ranged combat as you don't have a save mechanic. Only melee can be dodged/parried - all that stands against you and death is a miss. Rethinking it so that it will be use able in a video game will be tough.
Which is a flaw with the game as designed with Mordheim if they carry it over. They need to move to a system closer to the TT to work properly.
In regards to the skill training, I actually think a system like XCOM 2 would be be preferable over the BB2, it would reduce the randomness and give the player control over how the character was built. What I think will be needed is to keep some skills away from some gangers, thus making them specialized in their field. Or at least have some skills that required a certain class to pick.
I'd rather they stick to the TT like BB2 did. So basically you don't really want to play Necromunda. As its TT system worked a lot like Blood Bowls TT.
I would rather have this game closer to a simulator of the TT like Blood Bowl and Blood Bowl 2 try to do.
And it wasn't completely random, it was random only in where you got an ability point, or were able to choose from the standard lists for the character. Otherwise, you picked.
Strategic points for climbing would be a great alternative. That is how the up and down movement is done in the TT, through their measured movement rate.
I don't mind disadvantages in deployment like in Necromunda Scenarios. But at least you had choices in deployment, it was just a restriction on what areas you deployed, not scattering your warband randomly with no control.
I prefer the TT over their mordheim leveling. For the most part you had choices, but sometimes what table you choice from wasn't exactly what you had in mind. The ability of specializing really broke not only balance in my opinion, but part of the fun, in that sometimes you got a roll to pick off a chart you weren't expecting, or even a chart that normally that character didn't have access to. Where in their mordheim it was formula limitations, and min maxing. The was still min maxing in the TT, but it was hard to perfect it with the random factor. And it fit with the idea that sometimes you have to deal with the abilities you are given not what you want.
I'd guess Enforcers would be one of the early DLCs.
Enforcers, Scavies, Ratskin, etc.
Not a fan of Spyrers. They could get to be OP really quick. If you look here: https://yaktribe.org/necromunda/ build a Spyer gang, you can see how they could end up with game breaking gear like 2+ save force fields, etc. Even if they were really expensive limiting you to 3 members, those 3 could become unkillable.
I'd like them to have a mission objective system like the actually TT game had.
You had kill missions, take and hold, capture objectives, etc.
I didn't like Mordheim's deployment variations. Split your team into 3 strike teams, scattered. They really ruined being able to make your choices tactically. Many, if not most people avoided the missions in Mord that had those if at all possible.
It isn't fun not being able to deploy your team how you would like imo.
I'd like to see them have deployment zones like the TT, with place to deploy all over the deployment zone for your side. Then YOU get to choose if you break off 2-3 members of your gang to one side, or keep them together.
Oh, i would really like traps giving random open wounds debuffs to gangers that get damaged for them
I'd rather they didn't. Because that would likely lead to the same hitpoint system they used in their version of Mordheim which really don't work with 40k weapons.
@glarghface I'd rather they stick closer to the TT. This would change the gang balance way too much.
Besides mercs stayed around as long as you had the money to pay them. So there isn't really a reason have actual gang members be psychic when you could just keep paying the Psyker just like you pay your Gang (Warband in Mord). There is no reason to over complicate it.
There are some things from their PC version of Mordheim that just were bad, and didn't add any enjoyment to the game. Here's some of what I hope they don't keep.
-Time you have to sit out training a character if they level up.
-Wyrdstone or similar gathering.
-Hit points like Mordheim. That system will make 40k weapons seem like a joke, where things could happen like one of your Juves getting a direct hit from a bolter failing his armor save, and is still standing while possible in the TT (fail to wound roll), it was highly unlikely.
-The horrible starting position system for missions. Especially the scatter from a fright one Just use a side deployment system and add placement locations in the whole deployment area and let us decide if we want to break off a strike team to the side or not. And let use place characters on the map.
-Their adaptation of Mordheim's leveling system. Having to by replacements from a merc list was annoying, and actually took away imo from the attrition you could face in the TT game. And starting over at 0 in the late game in Mordheim meant really a waste of a warband member who would get one shot by leveled up opponents unless you just sat him back away from combat, which meant leveling them would take forever. The TT of Mordheim and Necromunda, it wasn't the end of the world for a warband or gang member to die and you having to replace him (unless you really had bad luck and had multiples you couldn't afford to replace). Where in their adaptation of Mordheim, it ended up really affecting strategy in tactics and builds. Survival builds and anti-crit builds became common meta.
I'd like to see a more faithful leveling system like Cynanide Studios did for Bloodbowl which is a pretty close true adaptation of the TT. I like that you didn't always get what you wanted, and had to deal with it. And I liked that in the Mordheim and Necromunda TT also.
@glarghface it isn't a balance that was needed. It worked fine in the TT without it. I didn't have to keep out a model for the next 2-5 matches because they skilled up.
They need to go the way of Blood Bowl and make a game much more faithful to the TT.
The problem is, they'll use those rules most likely, and carry over the ridiculous training system, and horrible resource system from their Mordheim production.
So on top of injuries, costs of replacing weapons that might make you leave a ganger behind for a mission, they'll probably keep the ridiculous sit out time for training that wasn't part of the TTs.
There are things they introduced in their adaption like that I hope they realize were mistakes.
Or the shorter version, I think it will be similar to Mordheim's mechanics and I disagree that is a bad thing.
I'm going to disagree. I think the Mordheim (video game not TT) mechanics will make the deadliness of the weapons used a joke. I hope they throw out the Mordheim actions system and health. Oh hey my Juve ganger got hit fully from a heavy using a heavy bolter... Oh he's Ok though, just a third of his hit points. Uggg no.
And hopefully there is no similar item to Wyrdstone either, and the go more with the TT's objectives systems.