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#41 Tenebrae

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Posted 06 August 2014 - 11:31 AM

If you don't play the game the way I want, you've failed.

It's this attitude that makes these discussions so very difficult.

1) That's a misquote and thus a misrepresentation.
2) Since you're already working off of implied elements: I was obviously referencing my own experiences, group and style of play. One which I have presented and advocated repeatedly.
I do apologize if that was not clear though.

Obviously hilarious? Wasting 20-30 minutes watching someone rolling dice?
To each their own I suppose.

There's this new thing called sarcasm, you might have heard of it. Oh wait, you obviously haven't. For reference, I'm using it right now.

... and I was trying it out earlier, which set you off. Didn't notice? Obviously not.
I do apologize for trying it earlier, because if I'd had the sense I was born with, I'd have remembered that one shouldn't use sarcasm in a written medium.

I'll leave the rest of this to you then.

#42 venkelos

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Posted 06 August 2014 - 04:39 PM

I would like to think, especially with so much time travel/delay in warp travel, that the Astropath would, in fact, reach out for a clock update from anyone nearby; even if one or two are liars, several should give an accurate chronal impression, and planets rarely move in the warp, so their place in time should be consistent. I assume that one could use stars in an attempt to denote the passage of time, but it doesn't seem it would be as quick, since I don't know how to do it, with both the stars and the Astronomicon being so distant, but if you are close enough to be able to use Astropaths for Imperial communication, that communication could easily be used to reset your clock. Also, it's nice to have something else for your resident psyker to do



#43 Errant

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Posted 06 August 2014 - 05:46 PM

Obviously hilarious? Wasting 20-30 minutes watching someone rolling dice?

To each their own I suppose.

Hilariously nerve-wracking. Our last session started with a warp jump to the Breaking Yards from Footfall. What was supposed to be a two week jaunt to escort their new Dauntless for refit turned into 3 subjective months and spat them out in the middle of the Serpent's Cradle in an alien minefield. Player spent 5 fate points in the space of fifteen minutes. Rules are still terrible.



#44 Tenebrae

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Posted 07 August 2014 - 04:23 AM

Current horrorstory of the NP rules:

On day 66 (or possibly) 65 of a 11-day journey, a warpmonster ate the entire ship.

 

Purely from dice rolls.


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#45 Decessor

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Posted 07 August 2014 - 09:32 AM

The new Navis Primer navigation rules sound as hilariously deadly as they looked on paper. ;)


Edited by Decessor, 07 August 2014 - 09:32 AM.


#46 venkelos

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Posted 07 August 2014 - 02:22 PM

Well, having not read the rules thoroughly, I'd say someone must've said "in the fluff, TERRIBLE things happen to ships in the warp, whether they are raided by daemons, lost for centuries, come out centuries or light years off course, or any of several other things", and then someone, wanting to keep that feeling, even for a Player's ship, did a bad job on the percentage likelihood, knowing that next to never invokes no fear. Oh well, I hope PARTS of it are salvageable; I don't imagine that the corebook's version must've been great, or involved enough, or they wouldn't maybe have revamped it into "Groundhog's Day Trip of the Titanic."


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#47 Fgdsfg

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Posted 07 August 2014 - 02:34 PM

As so often is the case, I don't think anyone playtested it. I think it's as simple as that. They threw things together, based it off their idea of the fluff, thought "that looks about right", and pressed "Publish".

I fully understand how it's hard to balance these things, though. On one hand, if you stick strictly to the fluff, there's no way these terrible things happen very often, or the entire Imperium would just up and fall apart in a week.

On the other hand, having a 0.1% chance of something special happening would cheapen the Navigator's work and not be very interesting. So it's understandable that, by this logic, they can't play it too close to the fluff.

But right now, even the most competent Navigator is still less reliable than a rogue, unsanctioned psyker throwing lightning bolts around while blindfolded.
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#48 delta107

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Posted 12 August 2014 - 05:11 AM

You have to take into account that Koronus Expanse is far from stable in terms of navigation. Bad things are bound to happen.



#49 Radwraith

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Posted 12 August 2014 - 11:27 AM

I think the simplest way to "houserule" this would be to use the Core book Nav rules for any actually charted course. The Navis Prima rules would only apply for new explorations in the warp (And thus the greater danger!).






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