Mod edit: eek! I can't post! I have no clue why, but it just freezes every time I attempt to go to new post. Sorry for intruding on your post, but I'll answer you like this.
Greetings all! I hope I'm not barging in on a closed forum. If I am, please ignore these ideas. I just thought I would offer them.
Not at all - the more of us there are, the easier it is to garner opinions.
1) While trying to think up a skill which would replicate the "Executioner" skill set, I was inspired indirectly by the Skaven skill "Art of Death". Before I get into such a skill, the reason I think this kind of skill is necessary is that, as of now, we no longer have any access for any of our characters to the "Strength" skill set since it seems that the "Powerful Build" skill is by concensus, no longer available (Am I correct, or is this debate still on going?).
You are correct; Strength skills were ruled out at the very beginning of development for being unfluffy.
Even on a charge, any of our heroes, armed with a 2H blade, will attack last. This eliminates our largest advantage--speed (I). While play testing our 3.5V of this list, I found that my characters desperately needed Str. boosts when fighting possessed and vampires. I just couldn't wound them without somethinng like a 2H weapon (but I, along with 1/2 my warband, was still getting killed off due to the "Strikes last, even on a charge" rule). While I would prefer to keep Powerful Build to deal with this kind of situation, my alternative idea is this:
Executioner Training:
"The hero still attacks first with a 2H weapon on a charge (basically the same as in WHF) but not when receiving a charge or in subsequent rounds of combat; and adds +1 to the injury roll results WITH A 2H WEAPON ONLY (basically to replicate the KB skill)."
I think this is fluffy, as it suits one of our most characteristic units, without replicating exactly, any single skill.
Okay, I'm not a great fan of this. It seems a bit overpowered, and most importantly, breaks the SSL (Short, Simple, Logical) ruleset when developing. If you can rework the way this is worded and make it way simpler, I wouldn't mind including it - we need at least one new skill. Make a new thread about it for people to discuss.
2) As for the on going MoPoison debate, I was thinking that, while it is NOT a replacement for Mighty Blow, it might be nice to do a comparison of advantages, disadvantages.
MB:
Pro: 1) +1 Str in CC all the time
2) no need for "upkeep" costs like giving up a rare search during off hours, or paying money to "buy" the ability in each battle
Con: 1) only for CC weapons
MoP:
Pro: 1) +1 str to BOTH CC and ranged weapons [in theory]--flexibility
Cons: 1) Upkeep cost of losing a rare search every game to either a) buy the poison for cheaper [in accordence with the "discounted price" model provided by ANSOB] or b) lose a rare search slot while brewing the poison (in the original model)
2) unreliable because either a) one must ROLL to find it as a rare item, even at the discounted slot, and thus STILL lose the rare search slot or b) if doing the d3-1 version, one still may lose the rare search slot.
My suggestion:
Since I like the discounted price model, try something like: The hero buys the reagents to create the poison. 20G [instead of 35G] for each dose's reagents, but no need to use up a rare search slot (since one is finding just the ingredients and not an actual "poison broker", so no "Rare 8" roll). The hero using MoP may not give the poison to other members of his warband, and it must be used in the next battle (since otherwise, he'd be spending all his time brewing--this keeps the power level down, and reduces it's flexibility).
This way, it's 1) a reliable skill, 2) doesn't use up a rare search slot, but 3) still has a counter-balance in the expensive cost paid and the fact that only the character who makes such an item can use it.
This is turning a little bit like something I had ion mind, yes. Ideally, I would rework the skill so that it does one of two things, either reducing the price or reducing the rarity. In my case, I don't think there's a point in having both and limiting it to the character with the skill, though that would certainly be a nice touch - actually, I like that idea quite a bit. That means I'll probably need to rework the skill trying to find a justification for limiting it to the character with the skill. I'll make a thread when my Intardnet decides to play nice again.
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Anyway, I don't mean to steal anyone's thunder. I'm really impressed with how the Mord list is developing! Well done! Rgds, Geophrim
Thanks for the compliments. Stick around and give your insight (and you can playtest; that's even better). We need dedicated people.
Geophrim Auvryndar, Dark Warden to the Temple of Khaine in Ghrond, Captain of the "Returners". "BLOOD FOR KHAINE'S CUP!!!"