In my basic mechanism you say that the doubling and halving remains the same. Actually it doesn’t. In my 1,2 and 3 dice system with 5 hits, I double the dice rolled for any advantage where NT doubles the hits. For anything which halves the results I apply a 4+ save on the hits instead. Obviously this does fiddle with the odds compared to the original rules; it’s possible for a unit in cover to take full hits as if the cover wasn’t there, for example, but conversely it’s possible for it to take a big hit and receive no damage. Essentially there’s more chaos, which I like.

The downside of my mechanism is a lack of granularity. In a GNW set I produced I dealt with this by simply doubling the number of dice rolled (2, 4 and 6) and increasing hits to 10. This allowed me to do the equivalent of 1D6-1 and 1D6+1 in the NT rules, and worked fine for what I was trying to achieve. I have used a different approach in the ECW rules I’ve been playing with for the past year, trying to boil everything down to adjusted rolls of 2D6 only, but in this case I’m straying well away from the original NT setup.

I like your Multiples of 3 system; the inability to halve my 4+ roll was an annoyance to me, as it meant I had to have the separae save roll. Your system factors it into the main roll very nicely. I may try it sometime – 3+ to hit as the basic, 5+ if one save applies and 6+ if two apply.

]]>Consider, rolling a 5 or more is a 2 chances in 6. So it would follow if I were doubling, I would need a 4 chances in 6 or 2X 2/6. That is a 3+ chance to hit. A 4+ would be 50% greater chance to hit at only 3 chances in 6 chance.

Hope that made sense.

John

]]>I really like your More Chaos option, simple and elegant.

Just on equerry though; Double damage hits on 3+? I’m afraid I can’t do the maths, but wondered why not 4+, as halved only changed by 1 from 5+ to 6.

Regards

John

Best regards,

Chris J.

]]>