Re: Gutter Runners get new skill in new edition...
Posted: Sat Nov 12, 2016 8:42 pm
There is a fine balancing act between characterful rules and over-complexity.
I remember when 40K went from 2nd edition to 3rd they simplified it massively and there were only about 4 or 5 possible weapon types and a dozen or so special universal rules for units. Then they added several new weapons and rules with every codex and it soon became massively bloated with later editions making some rules obsolete in older books.
So I hope they don't add too many special rules just for the sake of it to complicate things. I quite liked the 2nd edition werewolf dog related rules with them taking a leak on treemen and preventing skeletons from regening due to burring their bones. But am glad they didn't make it into 3rd edition.
I remember when 40K went from 2nd edition to 3rd they simplified it massively and there were only about 4 or 5 possible weapon types and a dozen or so special universal rules for units. Then they added several new weapons and rules with every codex and it soon became massively bloated with later editions making some rules obsolete in older books.
So I hope they don't add too many special rules just for the sake of it to complicate things. I quite liked the 2nd edition werewolf dog related rules with them taking a leak on treemen and preventing skeletons from regening due to burring their bones. But am glad they didn't make it into 3rd edition.