Radical YCE: Jumping down and Falling

JawRippa

Gang Hero
Mar 31, 2017
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Saint-Petersburg, Russia
I wanted to simplify jumping down and falling down routine. A table below properly reflects current GW rules on falling down and jumping down and is taken from @TopsyKretts rule compilation Necrodamus.
The current rules are extremely clunky to use mid-game and initiative modifiers are mismatched for jumping down and falling down.
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So, what if we tried to simplify it for a smoother game experience? Here are my suggestions:
  • To make it easy for players to remember rules, instead of having a table, we tie height thresholds to fighter's movement in a somewhat similar fashion to how Strength vs Toughness works. We merge rules for jumping down and falling down. We also get rid of STR and AP of hit, as they lead to excessive dice rolling; if you fail an initiative check, then you take damage which bypasses armour and all sorts of saves. Distances are rounded up as per core rules, so half of M5" is 3"
    Height
    Initiative Check
    Damage
    (Cannot be prevented)
    Half or less of M"​
    No check, automatic success​
    -​
    M" or less​
    I​
    1​
    More than M"​
    I-2​
    2​
    Double M" or more​
    I-4​
    Fighter is sent OOA​
  • Distance traveled down when jumping down should not cost any movement. It is not explicitly stated in the 2018 rulebook, however I feel like it should be the case to motivate players to keep their fighters moving.
Thoughts?