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anvil240

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Everything posted by anvil240

  1. Complicated? Not necessarily. Poorly organized, oh yeah. I found myself putting around 10 hours of prep before each 4 hour game session just looking up special abilities. I guess I'm more of an old school guy. We are switching to Castles & Crusades, which is pretty darn uncomplicated. That 10:4 ratio above is also why I switched from D&D 3.x. Once I drew that conclusion the writing was on the wall. Funny thing is, I absolutely love being a PC in Deathwatch. Now if only my layabout friends would run it...
  2. I've been reading these fora for a year and half now, and found everyone the be polite and informative. My group started last August on our Deathwatch campaign, and, for a while, had a lot of fun. This Saturday we finally got to the end of "The Emperor Protects". TPK. One power level 10 smite was enough for the whole team. I just wanted to say thanks to everyone for the helpful advice and great ideas, but I have to be honest, too. This system ground me down. With only 2 players out of seven that would read the rules, talents and traits spread out over several books, and the CONSTANT complaints of one of the players, I'm done. Moving on to something simpler. Thanks Anvil
  3. The point buy system is in the little box in the upper right hand corner of page 26 of the Deathwatch rule book.
  4. I've been running this game for nearly a year now and I still manage to learn something new every day. I hadn't realized there were rules for renown awards, so I've been winging it. 1 point here and there for killing tough creatures without help, 3 or 4 for completing missions. My players are just starting to crack 4th level and are within a point or three of the 3rd level of renown. They are close enough to start thinking about what they can get, at least. Maybe it's a good thing they don't read the rules, or they'd all be bare-headed black templars.
  5. It has been many years since I played a game of 40k, or collected a squad of space marine, but the Ultras have always been my baseline for comparison. When I was playing, I was running my own chapter based on the smurfs because it was allowed. No one would argue about rules if you were just playing "straight" marines painted up in whatever color. Try adding some of the complications of some of those "Banner" chapters and people would be quite rude (why I don't play 40k anymore). I think it might have been 3rd (?) edition last time I played. When we first started playing Deathwatch, my character was an Ultramarine Tactical cohesion battery (I read that term here yesterday, and know the truth of it now). So I think the scorn comes from the smurfs NOT being "Special snowflakes" like everyone else, might be jealousy that they can get the job done without the mind bending special rules and lists of everyone else, or maybe the plain jane space marine is just too bring for them.
  6. My players won't even READ the rules, let alone discuss them. (except one guy, who only complains about them). I told them all to at least read up on space marine abilities, because I have enough to remember. We'd been through 5 or 6 sessions before they clued into the "True Grit" ability and it's affect on critical hits. Oh well, fate points are easy to get, right?
  7. It does sound like a fun role play opportunity, though.
  8. The skill boxes are for basic and trained. Some skills are so simple anyone can do them without training at 1/2 the proscribed stat. If the marine later gets training in that skill he may now use it at the full stat level. Basic skills are listed on pg 93. Everyone gets them. I think the character sheet has boxes for all levels (basic, trained, +10, +20). The skills with only the second box filled in are not basic skills, but advanced skills that require training to use. Any training in skill results in being able to use it at stat level, so skips the basic level completely.
  9. I thought that most of the effectiveness of a melta bomb came from it's placement.
  10. You could make the PC's the new chapter master and captains, giving each the responsibility for one aspect of the buildup, recruiting, material, armor, construction, etc... If they are nearing the level limit, they should then become NPC's and the players can switch to neophytes of the new chapter working for their former PC's. The history would continue, the old PC's gear can now become new chapter relics, their stories the new chapter history, and they can break out the old characters to do some high level political stuff that the new characters have to implement. I wish I could get a game to last that long...>sigh<
  11. An argument could be made that if a horde suffers 10 points of damage you would roll 1d5 + 1d10 for spawning, but that would be a little munchkinly. I see your point, though. You could always double the number of dice rolled, that could do it.
  12. I like the idea of cutting them off from the hive, I would think that a nerve agent or virus would just be fixed by the next generation of tyrands, kind of like Borg adaptability.
  13. It sounds to me like you're looking for 1/12 scale models that come in at 5-6" or so. The Bandai Star Wars figure models are this scale, but as far as I can tell, it's an unusual size. You have set yourself a difficult task, Good luck.
  14. Know the rules, have a firm hand when it comes to making rulings, don't argue with the players, remember it's not you versus them, run a practice combat before the game to get the hang of the math, reward the players responsibly, don't get attached to PC's or NPC's, have fun. (that last one is the most important)
  15. Basic skill may be attempted by anyone. If they have training in the basic skill it may be attempted at the base stat level, if they don't have training it would be tested at 1/2 the base stat. These skills can be trained up to +10 or +20 as normal. If a skill is not "basic" it may not be attempted without training. Dodge is an example of a basic skill. Anyone can attempt to get out of the way of being hit. For example you have a 40 agility, with no training you dodge on a 20, with training you dodge on a 40. Literacy is not a basic skill, so some training is required to be able to read.
  16. anvil240

    Hordes...

    Thanks for the quick reply. This weekend is slated for a re-read of the rules to try and pickup what I missed, along with adventure prep, this will help a lot.
  17. anvil240

    Hordes...

    Could I get a page reference? I ran my first game last weekend and admit to a weakness when it copmes to hordes.
  18. Since I have more time allocated to "adulting" than gaming, I'm going to start with some published adventures in the Jericho Reach while I work on my ultimate goal involving the Heresy era. Space hulks and time travel are involved.
  19. My game starts this Saturday, I'm hoping fun will be had by all. When we put out the call for players, we actually had to turn away a couple, so clearly there is interest in the game.
  20. When you are a hammer, every problem is a nail. I will be starting a Deathwatch campaign in a few weeks and have been thinking about this problem. The starter scenario where you are fighting off a bunch of Tyranids is really a bad example of a good way to play. With experience measured out by objectives completed, it feels very wargame-y to me. It's very good at teaching you how to handle combat, though. That there will be combat is a given, you are playing Space Marines, after all. I think the answer for my game will be to remove the PC's from the command structure. My ultimate goal is to run them through Ark of lost Souls (because Space Hulk, c'mon) and then, through the vagaries of warp space, put them on Istvan IV (?) before Horus turns to chaos. If they prevent that from happening, I will reward them with a trip back to their time, only the Dornian Heresy has occurred (look it up) and they are all from traitor legions in their new future. Plenty of opportunities for combat, and lots of role playing as well. This is my hope, at least. I think the key is to remove the comfort of "following orders" and make the PC's think for themselves. My players are pretty mission oriented thinkers, and I like to shake them up once in a while. Wish me luck.
  21. My first try at 40k role playing was using the Omnigon system, an indie game from the early 90's. It played out ok, but my group never went back to it. It is still available (cheap) at Paizo.
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