2 hours ago, TauntaunScout said:Now Muskets & Tomahawks . There's a good recent game.
Paring this back to the more relevant portion of the discussion.
I assume you mean the first edition of the game? I haven't had a chance to look over the latest edition to see what changes have been put in place.
I still see a decent number of "keywords," they just use the term "traits." But I think I understand your issue with Legion a bit better from comparing the two rulesets. Please correct me if I am wrong in the following assessment:
Judging from Muskets & Tomahawks I assume your preference would be for all possible modifiers of an attack to be listed in a single table in the "Attack" section of the rulebook. For instance, under "apply dodge and cover" have a table that said "each dodge token spent: remove one hit; Light cover remove 1 hit; etc."
Do you think this would make the game easier for you to understand?
I will agree that the reliance on keywords to modify dice results leads to the rules being more spread out than for many other rulesets. The keywords being alphabetized and the existence of an index help many people deal with that better than in other spread out rulesets. The reminder text on the back of the cards also helps people remember what the keyword does. Those sort of resources is why I know many people use listbuilders for keyword heavy games that produce a list containing some reminder or rules text. The fact that Legion has this sort of thing baked in is part of the "simplicity."
I also think that many of us are using different definitions of "complicated rules." My definition of a "complicated ruleset" is having to work out a target number by doing math in the middle of the game taking into account all the conditions of the attack from a table with more than say 5-10 modifiers. Also, rulesets that have more granularity in types of cover than a "light" and "heavy." Legion avoids the target number "complication" by just removing symbols from the results, the only time there is any manipulation of the "target number" is with the surge symbol. Additionally, rulesets that care what type of hand weapon is on the model, access to special types of attacks based on said weapon, track if the soldier ate this morning, etc are "complicated" to me. Lately, I've been re-reading the Middle Earth Strategy Game rules, which is guiding my current definition of complicated. My first exposure to wargaming was finding the boxed game of
Wooden Ships and Iron Men
in my father's office, which kind of set my initial bar for "complicated" in a different place than some. Compared to that, 40k was fairly straightforward for me.