How would X wing be different if accuracy and power were separated?

By Khyros, in X-Wing

So one of the comments in the recent thread about new dice got me thinking on an old pet peeve I have with this game, there’s no such thing as accuracy. X wing only has power. And more powerful attacks are more accurate attacks. I suppose to some extent, you can consider focus tokens and dice rerolls as the accuracy portion of the attack, but really it’s just part of how powerful the attack really is.

So what if the game separated the two? The easiest example would be to consider an A wing, which is an agile highly accurate ship with low power cannons vs. a B wing, which is a lumbering ship, packing tons of power. In general, this is not a new concept, D+D systems have used a to hit roll and a damage roll for a long time.

So how could this be implemented into X wing? The best way I can think of would be to actually get rid of all defense dice (since everyone seems to hate those anyways) and give each ship an evasion rating. Since I haven’t play tested this at all, let’s go ahead and say that this is equivalent to the ship’s current agility rating. This is a static number that the attacker needs to exceed in order to actually hit the target. And to determine if a target hits, he would roll accuracy dice, the number based off of the stat for each ship (so say 6 for an A wing, 4 for an X wing, 3 for a B wing, etc). This number would have to meet or exceed the evasion statistic. And for that reason, I wouldn’t expect a single ship to have less than 3 accuracy dice. This would mean that every ship would be capable of hitting every ship, assuming the +1 accuracy at R1 stays in play. But it also means that a B wing would need to get into R1 of a Phantom and roll 4/4 in order to get a hit through.

So, for me, the big problem with this system is it is really unfun to play against. While the current system is by no means perfect, both players have some interaction and, if nothing else, the semblance of control over the engagement. That gets lost when you have 1 player rolling for everything. If during the attack I have to just sit back and watch both to hit and then damage it creates a pretty unfun game mechanic, regardless if it adds a deeper level of gameplay.

double the dice rolls, more symbols and fiddily bits... more rules. Not what this game was built for.

I would have liked to see a bigger expansion of stats early on, too late now.

With the number of ships in a standard game and the number of attacks they make in a typical game, highly accurate attacks would dominate, even if they did less damage. A big, inaccurate gun would not see much play as you run the risk of a given ship not doing anything the whole game.

I'd rather have an almost guaranteed 1-damage hit that a difficult to achieve 4-damage hit.

Also, higly accurate attack are still effective vs easy to hit ships, while low accuracy attacks are useless against high agility targets. The end result would be that the "Soontir problem" would be increased manyfold.

Would be fantastic if this was how ordinance worked.

You could make missiles actually act like missiles and torpedoes act like torpedoes. With missiles having higher hit dice and lower damage dice, while torpedoes have fewer hit dice and more damage dice.

Primary weapons kinda already work this way. As the extra dice usually mean MORE lasers, not more powerful lasers. Your die roll represents you firing a stream of shots, some if which hit, and some that don't.

Still, it would have been nice if attack dice actually mapped to the number of lasers on a ship, and agility dice had been balanced thusly.

It would be great.
Just different dice and SUDDENLY a whole world of new perspectives!

As I've said before, you could achieve this quite easily by stealing from Imperial Assault. Have different attack dice. Some have multiple hit results on them (powerful dice), some have few or no blanks (accurate dice). Have two types of defence dice, a durability die with more evades on it which is all but damage reduction and an agility die with fewer evades but a total dodge on it. Restat all ships based on the new dice.

Yes, this'd take a 2.0 to do, but it'd get the job done.

Would be fantastic if this was how ordinance worked.

Personally I think rolling dice to decide laws would be a very bad system, but each to their own.

Edited by Blue Five

I think it is in the interest of both gameplay and background to separate accuracy and power for ships with 1 or 2 attack dice. My solution, without resorting to a new edition, would be an upgrade in the vein of:

Autofire

Modification.

When attacking with your primary weapon, you must roll an extra die. If a primary weapon attack hits, do 1 damage. Then cancel all dice results. You may not equip this card if your attack value is 3 or higher.

0 points.

So the idea is to possibly turn all 2 dice attacks into singular TLT attacks. Biggest disadvantage as I see is that it would be another devaluation of ships with 2 green dice.