Jump to content



Photo

New player, what should I know?


  • Please log in to reply
8 replies to this topic

#1 DontEatRawHagis

DontEatRawHagis

    Member

  • Members
  • 12 posts

Posted 22 January 2013 - 08:11 AM

My friend recently purchased Only War. This is the first time I am playing an RPG based on 40k. What should I know? I played the Tabletop so I assume I know the story enough to get by. But what mechanics and other stuff should I know?



#2 Frankie

Frankie

    Member

  • Members
  • 193 posts

Posted 22 January 2013 - 10:06 AM

If you're asking about mechanics, then I get a feeling you didn't bother reading the mechanics chapters of the book.

 

That will be a very nasty surprise for the rest of the group when you slow down the game exponentially.

 

I'd read the book and have the GMscreen either on hand (if IRL) or the PDF always open during sessions.



#3 Kiton

Kiton

    Member

  • Members
  • 370 posts

Posted 22 January 2013 - 10:21 AM

Well, not knowing at the very least the majority of how your own character will work, if a player [if GMing you should know the system much better than that, even if not 100% in all aspects] would probably be considered rather rude to other players and whoever runs the game.

 

One thing you need a warning about though is that weapons work rather differently. "What were they thinking for plasma" aside, plenty of weapons that do well enough on the tabletop may prove to bounce off harmlessly off the target here. Vehicles are still an issue there, but I mostly refer to things like lasgun volleys versus anything in heavy infantry armor.

 

That's why most of the specialties give you something better than a lasgun, which'll fail to harm the average flak-wearing human half the time it even hits.

Oh. And don't forget cover.



#4 DontEatRawHagis

DontEatRawHagis

    Member

  • Members
  • 12 posts

Posted 22 January 2013 - 01:57 PM

Frankie said:

 

If you're asking about mechanics, then I get a feeling you didn't bother reading the mechanics chapters of the book.

That will be a very nasty surprise for the rest of the group when you slow down the game exponentially.

I'd read the book and have the GMscreen either on hand (if IRL) or the PDF always open during sessions.

 

 

I don't have access to the book. I am a player and my friend will be GMing. Just want to know if there is anything I need to know about the system before we start. Any quirks that make it different from DnD or Pathfinder?

Note: I will have access to the book when it starts so I will be looking up the detailed rules then, I just want to know what to look for.



#5 LuciusT

LuciusT

    Member

  • Members
  • 919 posts

Posted 22 January 2013 - 02:48 PM

DontEatRawHagis said:

I don't have access to the book. I am a player and my friend will be GMing. Just want to know if there is anything I need to know about the system before we start. Any quirks that make it different from DnD or Pathfinder?

Only War uses a completely different system from D&D and Pathfinder. You are going to need to talk to your GM and get a solid introduction to the game and the rules.



#6 ConstantineRoth

ConstantineRoth

    Member

  • Members
  • 34 posts

Posted 22 January 2013 - 03:20 PM

Right, rather than just tell you that the system is different or telling you to read the book I'll try and furnish you with how the system differs in the key areas, what you need to know and things you'll need. Kiton and LuciusT are both correct regarding the weapons and how they work as well as needing a solid introductory session. Hopefully if the rest of your group is new also the GM will account for this and may include something like a prelude it's something that I usually do when introducing a new system or a setting to the group. It'll also give you a chance to realise if you hate the character you're playing. 

Right first things first, unlike D&D, Pathfinder etc Only War and all of FFGs 40k series are D100 percentile systems with applied modifiers. Each of the core traits (Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception, Fellowship and Willpower) will have a score generated for them. You then have skills that assign modifiers to these, the aim when testing these abilities is to roll under the score on a D100 dice (incidentally picking up a set of D100 dice would be really helpful if you don't have them already). Rolling under a set score means that the higher the score in an ability the more likely you are to succeed more of the time. The Games Master may decide each test is of different difficulty. Shooting an unaware target in the back at close range might be a +30 wheras making a long shot in bad weather a -30 etc etc. 

Only War is based around a XP based system, you don't level up as there are no levels but you do accumulate experience points that can be spent on your character to improve them by the purchasing of talents, skills and characteristic upgrades in +5 increments. 

As far as lore goes, having an idea on the tabletop is a great start, it'll springboard you into the game. I'd also reccommend reading about the Guard and some other things that catch your eye on the Lexicanum as that is an easily accessible resource that communicates a large amount of info effectively. Lastly, as a player it is useful for you to have your own copy of the book but it's not essential. If it's possible to borrow the core rulebook from your friend then I heartily recommend that as it'll make character generation and concept a lot easier and it'll give you at least a start of a reference point during play. That being said if you have the money spare pop down to your local RPG gaming store as Only War is still quite new and they should (in theory) be well stocked, should you decide to invest. Any other questions, or if what I've said made no sense to you please say and I'll try and say it better or answer anything further. 



#7 DontEatRawHagis

DontEatRawHagis

    Member

  • Members
  • 12 posts

Posted 22 January 2013 - 04:59 PM

Thanks, Roth. That helps out a lot.

Its my friends first time GMing. In other games where I had access to the book I would literally go through every action you could do in combat(such as auto fire, intimidate, grapple, ect…) and have them written on note cards to help remember.

So with a d100 system what are the results for 100? I know there is 00-0 for 0 and 90-9 for 99, but is there a 100?

When he bought Only War it was the last copy at the store. The other stores in the area that would have it don't.

How does armor work? My friend said something about armor being piece meal. 

Last thing that comes to mind are Regiments, everyone has to agree on a race? Catachan, Kreig, ect… imo seems a bit limiting. Though it is based on the lore, and imperial guard regiments are pretty one note. Looking on the Lexicanum it said Commissars are from off world.



#8 The Boy Named Crow

The Boy Named Crow

    Member

  • Members
  • 302 posts

Posted 22 January 2013 - 05:34 PM

DontEatRawHagis said:

Thanks, Roth. That helps out a lot.

Its my friends first time GMing. In other games where I had access to the book I would literally go through every action you could do in combat(such as auto fire, intimidate, grapple, ect…) and have them written on note cards to help remember.

So with a d100 system what are the results for 100? I know there is 00-0 for 0 and 90-9 for 99, but is there a 100?

When he bought Only War it was the last copy at the store. The other stores in the area that would have it don't.

How does armor work? My friend said something about armor being piece meal. 

Last thing that comes to mind are Regiments, everyone has to agree on a race? Catachan, Kreig, ect… imo seems a bit limiting. Though it is based on the lore, and imperial guard regiments are pretty one note. Looking on the Lexicanum it said Commissars are from off world.

 

The GM screen can be helpful, it contains a list of the available combat actions. I believe there are 15-20… (?)

00 - 0 is 100, not 0.

The system uses hit locations, and consequently armor locations. You will often have the same armor on all locations.

The default system uses a single regiment for the entire group. Offworld specialists, as they integrate into the regiment, take on the mannerisms/mentality and therefore the statistical adjustments of the base regiment.



#9 Darth Smeg

Darth Smeg

    Lord Nitpicker

  • Members
  • 1,721 posts

Posted 22 January 2013 - 07:17 PM

If your local store are out of stock, you can buy the PDF version online from rpgnow.

There is also the "demo" scenario (Eleventh Hour) which can be downloaded for free righ here :)

While some details will differ from the final rules, this is a "light" version which will give you an introduction to the stats, skills, basic mechanics and most common Combat Actions etc. Have a read-through!


Tarald - The Dark Lord of Smeg

You're not drunk if you can lie on the floor without holding on

 

My House Rules for using Only War (and more) for Dark Heresy games





© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS