Jump to content


  • Content Count

  • Joined

  • Last visited

About dholda

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    London, London, United Kingdom
  1. My questions in the light of the latest revelations: Is there a chance for keeping APs and wound system mechanics? Is the character advancement model moving to OWs model i.e. aptitudes? Will social encounters mechanic be put in line with the one presented in BC ToE?
  2. +1 And the new fatigue system. +1Reduced skills Fate triggered special abilities
  3. I'll hold my judgement until end of November but it would be sad to see the new cool stuff going away. Maybe people are just not ready yet. Maybe they never will be. I agree with cps. It's a real shame to see evolution going away in the name of the so called backwards compatibility.
  4. I wasn't expecting it either. But does it mean APs and wounds are out? I'm so so disappointed if that's the case. Shame they don't want to take it to the next level. It looks like I was in miniority who liked the changes. Having said that I'm happy they took the players feedback on board. It's nice to know they value our vote and aren't afraid of bold moves. Nice one FFG. It's going to be a long two months. I hope they are going to keep more than they said in the news.
  5. Great stuff as always. The only thing I can suggest is the idea you have already mentioned:
  6. The above in my book are: Don't try too hard and There's more than one way to skin the cat. I won't write about the first one as Simsum pointed it out really well. I would like to add however my two pence to the second. Always think about the encounters in more than one way. Sure players can talk their way through to the archives of Administratum but maybe they could sneak past the security at night. Always prepare yourself for failure of the players. If they fail is it only the information they are losing? Was that information vital? If so then give them a chance to get it other way around. Maybe even give it through some NPC i.e. they tried to sneak in but they failed and got arrested. They don't want to blow their cover so they keep the inquisition status quite. In jail they are meeting a criminal which has this information. He'll give it to them if they get him out of jail. The info is still there. Players can still have it but the situation got more complicated. I think one of the most important questions GM should ask himself is: What kind of game my players want to play? GM and session is mainly for players. Look at the characters your players have. What are the archetypes and what skills did they choose? If they went for combat then they want combat. If they went for social and connections they want intrigues and political gaming. Of course there can be a mix. That's even better because you can design you session in a way that will allow each character to shine. If you don't know who the players are, design the adventure with change in mind i.e. in order to get information about human traffic they need to convince one of the underhive scums to cooperate. You designed it for a social encounter but none of the characters are really social. Having said that, they are quite athletic and combat oriented. Change your encounter. The moment the acolytes come into the fighting pit, in which the ganger spends his hard stolen credits, he sprints out or pulls out a gun and starts shooting. His buddies join and we have a chase or a fire fight. Sessions should be fun for players to play and in a second place for a GM to run. If only the GM is having fun then nothing is getting done, players aren't engaged and if it's a night session they will most likely fall asleep. Don't be too smart. There is no point in coming up with enigmas that took you a week to create, especially if they are just one step on the long way to the adventure climax. Don't ever assume that players will come up with a solution in minutes. Remember the players have just few hours to play. If the action is slow, the players aren't engaged, they are falling asleep/yawning put a guy with heavy stubber behind the corner or on top of the building and start shooting. Who is the guy? Why is he shooting? Who cares. There is action, players are awake and engaged again. You will come up with the answers later. There are many ways to increase the pace. Heavy stubber is one way but you can also blow up a building or ram the players' vehicle. When the dust settles the players are back in action and they can come back to melting their brains out on the mystery on the table. There is one more advantage of the above. No matter the outcome you can progress the story. If the players succeeded throw them some more leads or clues to where should they go next i.e. ganger has nothing except lho sticks and matches from a night club, the ganger surrenders and pleads for mercy in exchange for information. If they fail move them were you want them to be. Maybe they got caught and are now hold by the cultist they were investigating or maybe they had to run away and hide in a building which you wanted them to find because it's a secret gathering place for the cult. Don’t be afraid to steal ideas. You know a movie/book/game your players like. Steal the ideas from there. So what you are not original. The players will buy into the concept because they like it. No one will care the idea isn’t 100% yours. Engage your players on more than one level. If players have to risk their lives give them a reason. Sure serving the inquisition should be enough but if you add more personal touch to it it’s even better. This is very good advice if you have players who like to create a rich background for their characters. Use that background. Maybe design whole stories around a single character. As long as the rest has a role to play and it’s not a one man’s show they will love it. As Simsum suggested, norrow down the aspect of GMing you want to talk about. It'll be easier.
  7. Thx for info. I would be even happier if it was more frequent. Looking forward to the extended beta. There were a lot of issues raised and I hope they'll be addressed in the upcoming update. There's still a lot to discuss as we haven't talked too much about investigation and social encounters.
  8. I like your ideas. Especially the one suggested in the first con. I wouldn't allow people to keep cards. Draw it. Check if it went through the armour + toughness. Note the effect and put it back. In my opinion it's better than lots of cards on the table flying around. Had it with wh3 and didn't like it, nor did my players.
  9. Since it's taking them so much time: - weapons table - plasma, bolters - weights - psykers - talent trees - scalling to bigger stuff - extra step in char gen I know the last two won't probably make it to this update if ever. But since it's such a long time I expect some heavy changes.
  10. Did you mean talent trees? I think the idea is good but the current execution is not. As to the point of character creation, I would go definitely for dh2 as there is more freedom. For me that means more option. The only two missing things are some homeworld types and transition to Inquisition. Where it comes to character evolution dh2 stands much higher in my opinion. Sure you can get similar freedom in dh1 but you need to convert to ow. I love fate triggered abilities. I like the new combat with APs and wound system. For me it's more dynamic and 'realistic'. I've tried it and didn't find it particularly heavy on book keeping. At least not heavier than DH1. I like the change in psy powers as well and the fact they are more dangerous to use. The biggest problem for me is scalability to bigger stuff i.e. SM, tyranid warriors, carnifaxes, big daemons etc. This as the system stands is broken. Some talents are odd or useless. Starting equipment should be cross reference of background and homeworld and role. That's another broken thing for me. In social encounters I like the fact that different skill uses work differently on different archetypes. What I don't like is the fact that NPCs are too passive. The social encounter mechanic in Tome of Excess is much better.
  11. As it is now, I say no, it's not ready. Let's see what the new update brings.
  12. Adding my voice to the two above. Xp costs for roles should be looked closely. I would also add special abilities. Maybe it's just me but I find the abilities triggered by fate points much cooler and useful.
  13. I skipped BC but if this is in it I think I need to buy this book. Have a go with BC. I think it's quite a good system and setting. I perceive it more as Fencing with Words or Duel of Wits but everyone has their own definition. I like social encounters and the fact social skills can be used by both PCs and NPCs. I like it because it's a good balance for meta as mentioned earlier and allows people who in life don't have Deceive +20 and Fel 50 to play such characters and have fun from it. It also constrains players who in life are well versed and outspoken but are playing characters with Fel 15 and no social skills. To use your rap analogy, with social encounters we, GM and players, can play rappers and do rap battle without knowing a lot about how to rap. The important bit is NPC and PCs knows how to thourgh their skills and characteristics. Some people will say it kills role play. No, it doesn't. It forces players to accept that someone outspoke their character or convinced their character to something and they have to role play it. It creates very interesting situations. From my experience as GM and player I've noticed that the most excitement that players have is with a challange. With social encounter the challange is clear, the rules are clear and there is a room for joe or despair when the dice roles to win an important stake are going well or bad.
  • Create New...