Help support TMP


"Saga; Defense rolls same for every troop - why?" Topic


13 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please don't make fun of others' membernames.

For more information, see the TMP FAQ.


Back to the Game Design Message Board


Areas of Interest

General

Featured Hobby News Article


Featured Link


Featured Workbench Article

Around the World in 80 Days

Everyone has a pile of shame - miniatures that you were all hot to get, had big plans for, and then never did anything with...


Featured Book Review


971 hits since 25 Mar 2016
©1994-2024 Bill Armintrout
Comments or corrections?

Acharnement25 Mar 2016 10:43 p.m. PST

Saga is great fun but here's a question. Ranged and melee hits are negated by Defense rolls. 5+ and 4+ respectively. Why do these rolls use the same target number regardless of combat skill? (Armor saves represent no/light/heavy armor.)

Has anyone tried representative values? Such as Levies-can't cancel hits, Warriors cancel on 6's, Hearthguard on 4+ and Warlord on 3+.

Robert Burke25 Mar 2016 11:49 p.m. PST

There is already a variation in the To Hit number (e.g. you can hit Levies on a 3+, Warriors on a 3+ or 4+, etc).

Warlords also get to ignore a single hit.

If you make it easier for Hearthguard and Warlords to save you might run the risk of making them "supermen."

Personal logo Extra Crispy Sponsoring Member of TMP26 Mar 2016 5:53 a.m. PST

Because it is a *game.*

jeffreyw326 Mar 2016 6:36 a.m. PST

…what Burke and Crispy said. Plus, given the complexity of trying to balance the vqrious Battle Board abilities, if I wuz the designer, I'd probably try to simplify everything else just for sanity and playability.

Personal logo McLaddie Supporting Member of TMP26 Mar 2016 9:15 a.m. PST

Because it is a *game.*

Meaning it represents nothing historical.

Actually, the only folks who could actually answer your question are the designers.

You need to ask them why the game was designed the way it was.

StCrispin26 Mar 2016 12:12 p.m. PST

I see it as just a game mechanic so that combat and shooting aren't too deadly, rather than simulating something specific in a real fight. since armor is factored into the initial hit. plus, since its easier to save a shot than a melee hit, it encourages you to get into the fight instead of hanging back and shooting. whatever the reason is, it seems to work, since saga is a lot of fun.

Ivan DBA26 Mar 2016 6:38 p.m. PST

+1 Robert Burke.

Because the to-hit roll already varies based on the armor of the target.

BCantwell26 Mar 2016 8:36 p.m. PST

Because troop skill/defense is factored into another die roll as the armor value the opponent must meet. The save roll serves a different function, providing a means to account for cover and to allow a lethality difference between shooting and melee.

Personal logo McLaddie Supporting Member of TMP26 Mar 2016 9:35 p.m. PST

StCrispin, Ivan, and BCantwell:

You guys are just guessing unless you know that is why the designer included the mechanic. [i.e. the Designer said so.]

Why do these rolls use the same target number regardless of combat skill? (Armor saves represent no/light/heavy armor.)

Has the designer answered that question?

Ivan DBA27 Mar 2016 2:00 a.m. PST

McLaddie: did you read our responses above?!!? Try again.

Fine: here is what the designer said:

"I made the defense rolls the same because the to-hit roll already factors in different armor values for hearthguard, warriors, and levy. To spell that out for anyone too thick to get it the first three times: It is easiest to hit levies (3+), harder to hit warriors (4+), and hardest to hit hearthguard (5+). So, if the defense roll also increased based on armor value, hearthguard would be invincible.

Last time I read a saga, or looked at the Bayeux Tapestry, plenty of heroic, hearthguardy-dudes were getting snuffed on every panel, so I think making them invincible would be unrealistic. Don't like it? Go design your own game, which of course no one else will ever play, because SAGA is a lot more fun."

Does that answer your question?

Acharnement27 Mar 2016 5:24 a.m. PST

Thanks so much for your ideas and impressions. Big thanks to Ivan DBA for the designer's response.
It seems to me that the limits of the d6 wouldn't allow only a single roll to be made 'to hit' so a second roll was added to reduce deadliness but still keep enough positive results at both stages to maintain a sense of action.
Just my 2 cents and still enjoying Saga despite my crotchety gripes. Now on with the Steppe Tribes painting!

jeffreyw327 Mar 2016 8:03 a.m. PST

grin I'm doing some Black Hoods now--I thought they would be simple to paint…sigh…

Personal logo McLaddie Supporting Member of TMP27 Mar 2016 8:16 a.m. PST

McLaddie: did you read our responses above?!!? Try again.

Fine: here is what the designer said:

"I made the defense rolls the same because the to-hit roll already factors in different armor values for hearthguard, warriors, and levy. To spell that out for anyone too thick to get it the first three times: It is easiest to hit levies (3+), harder to hit warriors (4+), and hardest to hit hearthguard (5+). So, if the defense roll also increased based on armor value, hearthguard would be invincible.

Ivan:
I did read the responses. You never said it was the designer's comments. Glad to see it. I would think that would pretty much answer the thread's question, right?

Sorry - only verified members can post on the forums.