At least DnD has an excuse for having a damage roll by being a binary pass/fail affair what the fuck excuse do the rest of you have
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when are tabletop game designers gonna take advantage of cpus smh
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I like a bit of the jank of the FFG 40k RPGs but yeah this and the fact that there was roll to dodge after the attack as well ment that amount of dice rolls required to fire a automatic weapon at someone was quite an effort
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it's a pain in the ass mechanically and it doesn't even make sense! the whole idea with "good aim" is you aim for the bits that will do the most damage!
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And this before things like rolls to see if your plasma gun overheats and kills you in an explosion or your Bolter jams and you curse the Machine Spirit.
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...it also looks like they did the thing again of not realizing that just upping damage numbers and frequency of rolls from Fantasy makes it rocket tag
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Wait is this the old or the Cubicle 7 redo or what
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crunchy games are hard to do well, and I say this as someone who likes crunch.
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Playing devil's advocate here- Rolling more dice=bulgier distribution curves, which feel more fair. Also more chances to narrowly escape death. That said this specific sort of thing could use fewer conditional checks in the middle of doing those rolls.
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Is the Issue that you roll for damage several times with a high degree of success? I've had a long running game of Dark Heresy and Deathwatch. In one game a full auto burst will put down an angry hiveganger, in the other a Bolter on full auto will kill everyone in the room.
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It's that you have a roll for damage *at all*
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Freyja Katra Erlingsdóttir, designer 

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