July 02, 2025, 11:36:32 AM

Author Topic: Possibly limiting Underdog exp bonus  (Read 3067 times)

Offline Ravendas

  • Moderator
  • Active Member
  • *
  • Posts: 59
Possibly limiting Underdog exp bonus
« on: October 09, 2009, 08:03:28 PM »
So as we know, it's not always a fair fight in the underhive. To compensate for this, there are underdog bonuses, to give the less likely a leg up in the aftermath. I am all for this, and think it's great for battles where the balance is tilted away from them. But sometimes it doesn't seem appropriate.

Gang rating for fights is always calculated for the entire gang. Say there is a scavvy gang of 14, each model on average adding 100 rating, for a total of 1400. Another gang is a Van Saar group of 8, but a bit better leveled and equipped, for an average of 140 each. That gang rating would be 1120. The ratings have a difference of 280, which is +6/+5 on the bonus exp chart.

Now if they played a gangfight, or scavengers, or ambush, or some other scenario that provided the entirety of each gang's side to fight, then this would be an accurate reflection of gang rating. The scavvies would definitely have an edge, and the Van Saar would really earn their bonus exp, win or lose. I have no problems with this.

My problem comes with the games that severely restrict number of models. If the Van Saar player chose a shoot out, and both players rolled up the max of 4 models, then the effective rating of each gang changes dramatically. The Van Saar now outclass the Scavvies, 560 to 400, but the Van Saar still get a bonus +6/+5 experience. They will most likely win this fight balanced in their favor, and get a bonus for it as well. This is where the problem lies. We never calculate effective gang rating, only total gang rating. The 'underdogs' can play a nonstop series of these kinds of games, where they win each time AND get a bonus on top. I've done this myself, unknowingly, in my first Necromunda campaign way back when, so I do feel it can be broken and abused pretty easily.

Are there any other players that have concerns about this? If so, have you tried out any house rules to curtail this?
The two simplest I have imagined so far is this:
A: Effective gang rating for scenarios with limited numbers. Use the underdog chart with these numbers, as opposed to the total gang ratings.
B: Cut the bonus in half for games not utilizing entire gangs.

I prefer B for simplicity, but A for accuracy.


Offline Lothar Hex

  • Active Member
  • *
  • Posts: 10
  • Balthazar Van Zepp sends his regards.
Re: Possibly limiting Underdog exp bonus
« Reply #1 on: October 09, 2009, 10:17:12 PM »
I think you have a good point but the whole purpose behind the underdog bonus is to help boost lower gangs to eventually balance with everyone in the campaign. You can never rely on getting scenarios like shootout, but if you do? Bonus for the underdog.
Whomever said violence wasn't a solution obviously wasn't using enough.

Offline Ravendas

  • Moderator
  • Active Member
  • *
  • Posts: 59
Re: Possibly limiting Underdog exp bonus
« Reply #2 on: October 10, 2009, 01:59:44 AM »
Yeah, except that the underdog is the person rolling on the table, and 58% of the time (without ratskin/map/other modifiers) gets to choose the scenario. If the underdog has a ratskin +-1 bonus, that climbs to ~71.5%. The +-2 ratskin map brings it to ~83.3.

A smart underdog will at least have the ratskin, and a luckier one will have a map. So this isn't a rare phenomenon.