If I understand correctly, official rules say some saves can be modified by AP, some cannot be modified and some ignore saves all together, then you have bonus 'saves' like precognition thing for familiars and Caryatid. And that sidestep skill.Save and save-adjacent mechanics really need to be streamlined and clarified. I love the idea of Special saves.
Also, I know it's heresy, but I'd also really like to have all the saves moved to before the Wound roll (mechanics that affect the armour save depending on the Wound roll would obviously have to be modified) or, failing that, to after the Wound roll.
It's more of a Wargear talk, but how the various 'types' of armour can be stacked also need to be reworked to make some kind of sense. It's completely ridiculous to have the Armoured bodyglove be armour while Armoured undersuit is personal equipment for instance, not to mention there is no limit to the number of shields a fighter can carry and use at the same time.
Yes, "We have always done it that way'... and it never made sense, so let's change it.I think changing that around without a clear purpose in mind is just going to be needlessly confusing, armour save has always come last in geedubs games and its what people will default too
There is no good reason for the two players to be involved here. The attacker could roll everything and it wouldn't change the outcome at all (and it would be faster).Another argument is, the active player (attacker) keeps rolling the dice until the the opponent (defender) has to roll.
Agreed the special saves at the moment arent better than 4+ and generally have some downsides at that level.If we want to keep field saves and armour saves happening during two different steps, then at the very least the player shouldn't have to choose one or the other (it makes no sense anyway that your physical armour suddenly turns into paper just because your field armour is activated).
It may require some rebalancing but I'm not even sure as field armours are currently trash (which is a shame, as they have fun side-effects). The main problem with armour is that getting the 2+ (or better) is possible at all (let alone relatively easy), but I'm not sure it can be fixed without removing some items from the game (maybe stacking armour past a certain point could give some blanket M and/or I penalties, regardless of what the items used really say?).
They are used like invulernable saves in 40k, either alone (expensive alternative to normal armour) or as a back-up save against powerful weapons (high AP). "Everything" in Necromunda used to be based on 40k, that's not a bad thing, as long as it's severely scaled down.I think that armour saves being at the end of wounidng sequence does not really need changing, people are too used to it. However turning field armour into an "dodge"-like ability, that triggers after successful hit, preventing the hit would be pretty flavorful. If you saw enemy shots harmlessly bouncing off your field, you wouldn't go for cover, but as soon as one goes through you'd probably drop down for cover.
Invulnerable saves and armour saves being "same" are a 40k thing, for the sake of balance (especially nowadays, when they are giving invulnerable saves to everything). In campaign skirmish we can easily balance fields to make them actually worth using, but really rare and costly/easy to break/having detrimental quirks. Like the fields should. Currently fields barely have a puprose in the game once you've stacked your armour.