Stabsam wrote:Now the regular statline for a normal skaven is WS6 BS 5 S 5 T 7 SP 10 Br 6 INT 6 W 3 and PV 1. I kinda agree with the statline besides the toughness of 7. Most characters will have a strength of 4-6 in the beginning, which gives the heroes a chance of less than 50% to wound the rather weak starting enemy.
While playing i found that the weaker characters had trouble wounding normal skaven.
A roll of 7 is average in a D12 system, and, if the stat values can also go from 1 to 12, then a value of 6-7 is clearly average too. Rolling a 7+ is thus like flipping a coin, contrary to what I understand you're saying. Let's see, in AHQ a model with WS6 requires a roll of 7+ to hit a target of the same WS, and a target with TH7 also requires a 7+ to be wounded. Causing wounds, by the way, depends entirely on the roll of the damage dice and the target's TH. Therefore, stronger attackers have more opportunities to deal damage, of course, but I'm afraid ST does not affect the probability of each damage dice scoring a wound.
We can see then that, under the "original scale" (the one I believe should be preserved), an average model (with WS6 and TH7) has 1/2 or "50-50" chance of hitting and wounding a target of the same average stat values. With that in mind, I can't come up with a more "average" monster under such a scale than the
good ol' Skaven Warrior. Yes, below-average models may have some trouble hitting and wounding average and above-average ones, but, in the end, I think that's how it's supposed to work. Anyway, if you consider that the SW should have its TH reduced, an easy fix to adjust difficulty (not scale) would be to ignore its leather armor and/or shield. If you want a consistent game in the long run, though, keep in mind that monsters don't get to increase their stats.
Stabsam wrote:Also thinking about the game itself, which is meant to be a grindy rpg like game- it doesn't really make sense for that i can high roll in character creation and have almost maxed out values. It wud leave me unsatisfied when i cudnt really improve my characters a lot in some areas.So therefore i think it wud make sense to have some of the values lowered, so:
1) the starting enemies are not too tough to kill since a long dungeon will eventually tear you down anyway
2) lowering both heroes and enemies stats will not make the game a lot easier - that isnt my intention
3) lowering the heroes stats, so more progress can be made
4) applying stats for certain enemies as its design is intended (i.e. skaven are supposed to be agile, they come in masses but with low morale and they are more fragile; higher toughness and wounds for the elite skaven)
Part of the original concept or "feel" of the game is having different game experiences with different versions of the same character, and I believe that should be preserved too (despite being changed in Reforged). However, I understand that, given the scarce number of wounds allocated to the Heroes and how healing works in AHQ, high stat values may be the only way of keeping the game playable sometimes. From your options, on the other hand, number 3 was the one implemented in my revision, trying not to alter the original scale.
Stabsam wrote:And 1 more thing that isnt directly connected to stats. That is healing. I had a fighter mage elf as Paladin and the EAHQ rules do not demand materials to cast healing. So i could basically heal all the time, or just wait for the next turn to heal up with no penalty outside of battle phase.
I personally would like my EAHQ be also partially resource management- when is it time to leave the dungeon and buy stuff... I never had to do that. I left the dungeon because i wanted to buy better items and level up, which is a part of the resource game but shudnt be everything.
It isnt clear to me how to exactly change that but i would rather reintegrate material cost for spells than having unlimited spells. The obvious changes wud be:
1) being able to buy materials at the shop
2) being able to find materials in dungeons
3) some sort of crafting system/ reward bounty system that lets you decide on what chart to roll (i.e. weapon chart or ??? chart or material based chart); so players can actively decide a direction, though you still might not get the material that you needed and instead getting an undesired material...
I really like games where i can control resources to a part so that my return to the shop/ village is delayed- like an depleting HP bar.
As mentioned before, I think those tweaks implemented in EAHQ are difficulty adjustments that don't really mess with the original scale, as it seems that Gunzhard ended up realizing that the vanilla healing mechanics may be somewhat too tricky for their own good. My revision preserves Slev's magic system, based on the original one.