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Changes to existing weapons in AHQ

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Re: Changes to existing weapons in AHQ

Postby RECIVS » July 5th, 2025, 2:54 pm

Thanquol wrote:You mentioned not wanting to "create additional rules," but swapping out free attacks for halved toughness is, functionally, a new mechanic.

Thank you, sir! I rest my case. It's clear that Slev's cleaving approach offers more combat options and variety of results with fewer changes to the original rules, which can be proven objectively (again) any day. I really don't see the point in denying or evading such a fact. As I said above in this thread, whether the OP and his group are ok with less variety of combat options in AHQ is an entirely different discussion that doesn't change the said fact at all.
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Re: Changes to existing weapons in AHQ

Postby Thanquol » July 24th, 2025, 8:48 am

Thanks for the thoughtful input, RECIVS – appreciated as always. I was mainly pointing towards how small tweaks can slot in smoothly, especially when preserving AHQ's original flow.

I'm not leaning into any particular model here – just enjoying how different approaches highlight interesting design philosophies. And yes, interpretation styles vary, which is half the fun.

"Warp-fuel too sour? Add cream cakes!" —Thanquol, prophet of pastry-powered rule interpretations


Sarcasm: Clean tweaks? No-no! Balanced-words are camouflage! True-genius hides clarity in interpretation and slinks past contradiction like shadow-dust on a forum thread! Attributed during a breakfast of burnt-out rulebooks and warp-infused cream cakes.
—Grey Seer Thanquol, Herald of Subtle Bias and Eater of Sidebar Truths
/Sarcasm
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Re: Changes to existing weapons in AHQ

Postby RECIVS » July 24th, 2025, 4:23 pm

Thanquol wrote:I'm not leaning into any particular model here – just enjoying how different approaches highlight interesting design philosophies. And yes, interpretation styles vary, which is half the fun.

You're welcome, though, as I said, my approach is a call for objectivity. I'm glad that you find this exercise interesting and fun, but I don't think there's much room for interpretation (if any) about what type of dungeon crawler AHQ is. That's the whole point!

As posted above, whether you lean into any particular model (or if people are ok with less variety of combat options in AHQ, or if they don't care about the tactical aspect of the game at all) is an entirely different discussion that doesn't change what AHQ is, so it doesn't concern us for our purposes here.

The question here—besides what I said in my previous post—is whether the nature of AHQ can be assessed objectively, beyond our leanings, preferences, and opinions. It's obvious that something can't be two different things at once regardless of what we might think of it.
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Re: Changes to existing weapons in AHQ

Postby Neuralstasis » July 26th, 2025, 10:32 am

RECIVS wrote:If you value my concept of the essence and feel of AHQ as you say, then you have to admit that variety of combat is one of the aspects of the game that should be privileged over all else given its nature. AHQ is a combat-oriented tactical dungeon crawler in which the players fight monsters in dungeons most of the time. Isn't that obvious?


I do like variety of combat, and I felt like my changes were adding to the variety of combat. They were intended to increase the variety of weapons used and therefore the tactical options open to players.

-High toughness enemy: Use an Axe, better chance of halving toughness so more wounds caused.
-Low toughness enemies: Use a sword, higher number of damage dice so more wounds caused.
-Fast enemies: Use a long bow that can kill them in one shot before they can reach you.
-Slow enemies: Use a shortbow and pepper them with weak shots while moving away each turn.

This might be heading for an argument of what is “Variety”.

Is a single hamburger or two hamburger variety? Yes, its variety of amount.
Is a hamburger or a chicken burger variety? Yes, is variety of flavour.

To say one or the other as objectively better is, I would claim, not possible. It’s still a matter of opinion.

Free attacks on crits add more randomness to a combat and more of a chance to kill two or more targets. Halve toughness, when used with the different weapon characteristics I created, add more choices for players in combat and a reduction in randomness. Note that you have to use my different weapons to be able to make correct use of the halve toughness rule. My statistical analysis when coming up with those characteristics was vital to make them work.

Thanquol wrote:Your slight confusion likely stems from GW's historically murky wording – "free attack" sounds like an extra swing, when in reality, it's just shorthand for "inflicts greater damage," a mechanic abstraction for a severe hit, not another action.


I can only go off what I read. If I break down the original AHQ rule for critical hits into 3 parts in attempt to divine the… errr… ingredients and therefor how to interpret it.
1. The rule name: A Critical Hit – Implies a single hit or blow that is critical or serious.
2. The rule’s effect: A Free Attack. Implies an attack or assault that is free or without effort.
3. The rule’s implementation: Gives the attacker an extra HTH attack that may target any appropriate model in the attackers death zone.

While the name of the rule indicates a hit that “inflicts greater damage” or a “severe hit”, the other two point at an extra attack independent of the original attack. The Implementation particularly appears to be a separate attack. The free attack still requires a hit roll and can hit, miss, fumble or critical. The free attack is not written to require it to also target the original target (at least in my reading), it can be directed at another model. If only facing a single opponent, a free attack from a crit is wasted if the original target dies from the first blow.

To me, a free attack, as implemented in the rules, is clearly an independent attack, separate from the first attack.

However! A fourth ingredient can be examined! The description or flavour of weapons that are more likely to generate a critical hit. I.e. “Large weapons are heavier and score critical hits on 11 or 12” and has “enchanted sharpness”. These indicate a weapon that will cause more damage upon a hit.

We have description pointing at a more damaging blow and implementation pointing at a second independent attack. Which should we choose? To me, this just sounds like the original AHQ author screwed up. So I “fixed” it in my rules by choosing a side and going with more damage on a hit.

Which, by the way, is exactly how Slev handles it in his rules for Reforged variant: Book 1 “intro rules”, page 25, under critical hits:

“That Attack is assumed to have found a chink in the target's Armour or hit a vital spot. The target's Toughness is halved (rounding fractions down, minimum 2) when Rolling for Damage.”

I know RECIVS that you changed it back to a free attack in your re-reforged variant and even go to lengths to explain how the free attack is clearly a completely a separate attack that can be used at any point during the model’s activation. So you must believe that this free attack is unrelated to the damage the weapon causes when hitting a target and is caused by some other means? Objectively how would you explain how a large heavy weapon would be more likely to cause this second attack?

Thanquol wrote:You mentioned not wanting to "create additional rules," but swapping out free attacks for halved toughness is, functionally, a new mechanic.


But it’s not a new mechanic. It’s right there in the ranged combat rules in original AHQ. Original rule book, page 21:

“Critical hits with a ranged weapon are assumed to have found a chink in the target's armour or hit a vital spot. The target's Toughness is halved (rounding fractions down) when rolling for damage.”

I would argue that my system of making both HTH and ranged attacks halve toughness is actually reducing the amount of mechanics. (Though a free attack from an opponent on a fumble still exists in my rules).

RECIVS wrote:Thank you, sir! I rest my case. It's clear that Slev's cleaving approach offers more combat options and variety of results with fewer changes to the original rules, which can be proven objectively (again) any day.


This seems unfair. How can you criticise my rules changes, which include only a single rules “change” (halve toughness on both HTH and ranged critical hits), some rule clarifications (thrown, two handed, large-only, move & fire, reload) and modifications to the numeric characteristics of the existing AHQ weapons. But hold up Slev’s rules as simpler when they have more weapon special rules (Cleaving, thrown, Accurate, exhaustion, swiftshot, great, ammunition, Bash, Slow Fire, Unreliable, Blade Fury, Clumsy), has more than 60 different weapons, has a damage “band” system of 16 different “bands” and includes the rule to halve toughness on both hth and ranged critical hits.

You can’t just pick cleaving and say that it invalidates my whole ruleset. Cleaving does not add more options or choices to combat.

I have just spent some time doing the numbers with my python script (numbers may not be 100% accurate, but should be close enough for discussion) and Cleaving is what I would describe as a linear boost to damage. Adding more Cleaving to a weapon simply increase the average amount of wounds caused to all targets regardless of WS, critical chance or target toughness. The bonus from cleaving is quite minimal. By my calculations, for a damage dice 3 weapons to cause an average of more wounds than a damage dice 4 weapons, it would need a Cleaving of 4 (meaning that you could reroll the damage dice on a roll of 8). There’s also no advantage to choosing a weapon with high cleaving when targeting different toughness targets or targets with more armour. Looking at the weapons in reforged, why would you ever take a Rapier when an Arming Sword, will do better average damage in ALL situations, and you can wield it with lower strength.

So how does Cleaving provide more combat options? All it adds is an extra rule you need to look up and track, but is meaningless until it reaches a value of 4 or better (very difficult in Reforged).
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Re: Changes to existing weapons in AHQ

Postby Neuralstasis » July 26th, 2025, 11:23 am

Ok, some interesting additional statistical information I got from running more tests.

Looks like the more damage dice rolled, the more cleaving affects the average number of wounds caused.

At Cleaving 1 (needing 11 to reroll damage dice) a Damage dice 8 hit will do more wounds than a damage dice 9 hit with no cleaving (needing 12 to reroll damage dice).
At Cleaving 2 (needing 10 to reroll damage dice) a Damage dice 7 hit will do more wounds than a damage dice 8 hit with no cleaving (needing 12 to reroll damage dice).
At Cleaving 3 (needing 9 to reroll damage dice) a Damage dice 3 hit will do about the same wounds as a damage dice 4 hit with no cleaving (needing 12 to reroll damage dice).

With this data it would be feasible that a high strength character would benefit more from Cleaving, so could take a weapon with lower damage dice, but higher cleaving and do more damage overall. But you would need something like Cleaving 2, strength 9 and wielding a regular sword (DD 7 at STR 9) to do more damage than a normal double handed sword.

So I will admit that Cleaving could be used to provide a tactical advantage to some heroes. But they would have to be a pretty extreme hero to make use of this.
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Re: Changes to existing weapons in AHQ

Postby RECIVS » July 26th, 2025, 1:05 pm

Neuralstasis wrote:It’s still a matter of opinion.
Neuralstasis wrote:Cleaving does not add more options or choices to combat.
Neuralstasis wrote:But it’s not a new mechanic.

:shock:

RECIVS wrote:Setting aside the reasons why critical hits shouldn’t be unified in AHQ, in any case, the variety offered by your combat system depends on obtaining certain weapons and actually using them—whether we can have different versions of the same weapons in your system or how far it can be expanded beyond that is still debatable, though. In contrast, Slev’s approach offers more variety right from the start whether the players intend it or not and regardless of the weapons in use, which, by the way, become more customizable as shown above.

We could agree or not with Slev’s specific changes to some weapons, but it’s a fact that his system offers more possibilities for customizing them without altering how critical hits work in AHQ.
RECIVS wrote:I think I made it clear why critical hits work the way they do in AHQ.
RECIVS wrote:It's clear that Slev's cleaving approach offers more combat options and variety of results with fewer changes to the original rules, which can be proven objectively (again) any day. I really don't see the point in denying or evading such a fact. As I said above in this thread, whether the OP and his group are ok with less variety of combat options in AHQ is an entirely different discussion that doesn't change the said fact at all.

I stand by what I said. It seems to me that you’re dancing around the issue (and denying reality) so as to evade the fact that Slev’s approach offers more possibilities for customizing weapons with fewer changes to the rules. That's clearly not a matter of opinion! We’re not selling hamburgers here, but it's clear that having more variety of choices and possibilities for customizing weapons in a DC such as AHQ (at least more than the ones offered by your system) is indeed objectively better. That's what combat-oriented DCs are about! As I said, I wouldn’t use your changes for the objective reasons I posted in this thread, including the nature of AHQ itself, which, by the way, I didn't see addressed in your post.

I repeat, your system is fine if it works for you. Have fun, mate!
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Re: Changes to existing weapons in AHQ

Postby Neuralstasis » July 28th, 2025, 1:12 am

RECIVS wrote:Slev’s approach offers more possibilities for customizing weapons with fewer changes to the rules.


Can I confirm (before I write another essay) that when you are referring to "Slev's approach", do you mean:

A) The Cleaving rule in isolation, as written in Reforged:
"For each instance of this ability, the minimum score required to score Brutal Damage is lowered by one."
And by “Brutal Damage” it means the number required to roll on a damage dice to allow it to re-roll. In original AHQ this was always 12.

B) The entire Reforged ruleset, including all the weapons and special rules.

C) Something else?
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Re: Changes to existing weapons in AHQ

Postby RECIVS » July 28th, 2025, 2:49 am

I believe it was clear from the start that I'm referring to Slev's cleaving approach. What do I mean by that? Let me quote here what I said above, and we can start from there:

RECIVS wrote:Also, just to clarify so that everyone knows what I’m talking about here. Let’s take halberds, swords, axes, two-handed swords, and great axes as examples to illustrate my point:

In AHQ:
Halberds: C 11+/F 1-2/Reach R/Damage Band D (Damage for short, see my bestiary)/Brutal Damage 12
Swords: C 12/F 1/Reach M/Damage D/Brutal Damage 12
Axes: C 12/F 1/Reach M/Damage D/Brutal Damage 12
Two-Handed Swords: C 11+/F 1-2/Reach R/Damage E/Brutal Damage 12
Great Axes: C 11+/F 1-2/Reach R/Damage E/Brutal Damage 12
I agree with you that more variety is needed in the vanilla game.

Now, Slev’s approach proposes the following to fix the issue:
Halberds: C 11+/F 1-2/Reach R/Damage D/Brutal Damage 12
Swords: C 12/F 1/Reach M/Damage D/Brutal Damage 12
Axes: C 12/F 1/Reach M/Damage D/Brutal Damage 11+
Two-Handed Swords: C 11+/F 1-2/Reach M/Damage E/Brutal Damage 11+ (or C 10+ instead of BD 11+)
Great Axes: C 11+/F 1-2/Reach M/Damage E/Brutal Damage 11+
We can see that cleaving comes into play, which clearly allows for more customization without changing how critical hits work in the game. Cleaving is an ability found in the original AHQ content, by the way. Slev took good advantage of the game system's possibilities here, expanding its potential even further, which is what I'm talking about!

Let’s now take a look at your system:
Halberds: C 11+/F 1-2/Reach R/Damage D/Brutal Damage 12
Swords: C 12/F 1/Reach M/Damage D/Brutal Damage 12
Axes: C 10+/F 1/Reach M/Damage C/Brutal Damage 12
Two-Handed Swords: C 12/F 1-2/Reach R/Damage E/Brutal Damage 12
Great Axes: C 10+/F 1-2/Reach M/Damage E/Brutal Damage 12
We see that your system doesn’t mess with Brutal Damage—it gets rid of free attacks and also unifies the effects of critical hits instead—which evidently reduces the number of variables available for customizing weapons and also makes combat in the game less varied altogether as discussed in this thread.

...

Setting aside the reasons why critical hits shouldn’t be unified in AHQ, in any case, the variety offered by your combat system depends on obtaining certain weapons and actually using them—whether we can have different versions of the same weapons in your system or how far it can be expanded beyond that is still debatable, though. In contrast, Slev’s approach offers more variety right from the start whether the players intend it or not and regardless of the weapons in use, which, by the way, become more customizable as shown above.

We could agree or not with Slev’s specific changes to some weapons, but it’s a fact that his system offers more possibilities for customizing them without altering how critical hits work in AHQ.

Those are pure facts as far as I understand, so let's go step by step: Do you acknowledge or deny those facts? Yes or No
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Re: Changes to existing weapons in AHQ

Postby Neuralstasis » July 28th, 2025, 3:38 am

RECIVS wrote: Those are pure facts as far as I understand, so let's go step by step: Do you acknowledge or deny those facts? Yes or No


Yes, they are correct, except for one point.

RECIVS wrote: Cleaving is an ability found in the original AHQ content


Cleaving”, as implemented by Slev (modifying the Brutal Damage number), is not in the original rules. There is no mention of the word cleave or cleaving in the original AHQ rule book. In TitD there are a group of magic weapons which do indeed have the word “Cleaving” in their names. BUT the described effect is to improve the critical chance to 10-12. I’ll directly quote one of the weapons:

Axe of Cleaving
This axe has a series of fine runes engraved along its blade which keep it magically sharp. This enables it to cause a critical hit on a roll of 10-12.”

Slev’s “Cleaving” rule is an additional rule that is not in original AHQ. Do you acknowledge or deny this fact? Yes or No
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Re: Changes to existing weapons in AHQ

Postby RECIVS » July 28th, 2025, 4:32 am

Neuralstasis wrote:Yes, they are correct

I rest my case. Those are the objective reasons I've been referring to all along.

Neuralstasis wrote:
RECIVS wrote: Cleaving is an ability found in the original AHQ content

Cleaving”, as implemented by Slev (modifying the Brutal Damage number), is not in the original rules. There is no mention of the word cleave or cleaving in the original AHQ rule book. In TitD there are a group of magic weapons which do indeed have the word “Cleaving” in their names. BUT the described effect is to improve the critical chance to 10-12. I’ll directly quote one of the weapons:

Axe of Cleaving
This axe has a series of fine runes engraved along its blade which keep it magically sharp. This enables it to cause a critical hit on a roll of 10-12.”

Slev’s “Cleaving” rule is an additional rule that is not in original AHQ. Do you acknowledge or deny this fact? Yes or No

You seem to be missing what I also said above:

RECIVS wrote:I think it was clear from the start that I was referring to Slev's cleaving approach—regardless of what we may understand by "cleaving". You're right in that cleaving wasn't originally associated with damage, but that doesn't alter my point here at all. As I said, he took an idea from the original content and used it to expand the game system's potential even further. The chance of scoring BD may go from 1/12 to 1/6 just by reducing the target number by 1, for example. I still don't see the advantage over his system, by the way, which is ultimately what I was saying.
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