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ymrar

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About ymrar

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  • Birthday 06/07/1978

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    Lahti, Päijät-Häme, Finland
  1. ymrar

    Aging Characters

    Yes, I'm well aware of the possibilities for mid to high class people in 40k. Rejuvanations, augmentation, cybernetics, cloning, outright sorcery... possibilities are endless if you have the resources and means for it. The mercenaries Aboard the RT-vessel, as I said we are currently playing, on the other hand don't. We are playing soldiers with Only War system, not officers with Rogue Trader system. Hence I'm asking if anyone knows, or has seen, or has ideas for house rules for ageing. I remember D&D had in some of the editions. There were a bonus to mental abilities and minus to physical abilities, but I'm not sure Only War system needs anymore bonuses. So I'd propably want to stick with negatives. The amount of bonus chars can get in this system is ridiculous as it is...
  2. ymrar

    Aging Characters

    Through a quick glance and some googling I didn't manage to find if anyone has made any ageing rules to any of the 40k RPGs. Our current campaign in Only War has Mercenary Company aboard a Rogue Trader vessel. All of the players (me included) work as GM in turn, and make "Operations" with players who can come to the game. It works nicely, but as "main" GM I wont to move forward a main plot that happens in the Koronus Expanse. For it to feel logical, I need time between operations. So now between every operation there has been a time gap of about one year in game time. Some of the mercenaries are old veterans. My own character will turn 40 soon. I'd like to introduce rules that have chance of affecting stats through ageing. If someone knows a link to rules someone has already made, or have some ideas on it, would be welcome.
  3. I used to play a lot of the old Sabertooth's 40k CCG, until they decided to change everything and lost almost their entire playerbase. When I saw the cards lined on the newspicture, I had an immediate recollection of gaming with my old cards. I got very excited. Maybe finally we have a 40k card game that actually lasts! Is there any rumors about the system? Does it have a resemblance to the old card game? I believe FFG owns those assets nowdays, so it would be logical to continue on that work... edit- Topic misses word player......
  4. ymrar

    Alliances - thoughts

    Like many have said already, lore, mechanic, looks. All good. First LCG I'm very excited about. I did play the sabertooth original back in the day though, so maybe it's that. It even looks a bit familiar, didn't FFG buy them from GW? Only question is... Where's my tyranids??!!?!?! Now that would be a hard fit on the wheel.
  5. As I said, we tried to play the 3rd edition hard. I wouldn't have done it, if I weren't interested how a new system works, would I? That's the thing, we are talking about overhauls to Existing systems. That's the reason they are risky. There is already a set base. Set base of rules and fans, and with overhauls you always try to bend to new players with new rules and old players with old rules. When you bend towards another, your backside is showing to the other. You cant please everybody. THAT is the problem with overhauls. New systems, in new IPs. After two afwul disasters with old IP's that I've tried... Those are the new systems that I'm looking forward to push the RPG-gaming forward. Now, I'm pleased to hear one of my favorites is going strong with bow to the Old system. PS. Showing me a picture of Ye Olde D&D as a "slap"
  6. Well I'm glad to hear it's not a "complete overhaul". I wasnt in beta, but I am a fan of Warhammer 2nd edition. I've tried to play 3rd edition with my friend so bad... but it is so broken and awful that I can't stand it. D&D went overhaul with 4th, and now they're backing up. There's just so much that can go wrong with a complete overhaul. I wouldn't have risked it either. Their main audience has bought so many books with the old system, and they would have lost most of them with the change. (they did lost a lot with WHRPG 3rd ed.) Yes, the system is Olde. After all it's roots are in (what? 80's) WFRPG 1st edition. But it has worked quite well to start with actually (for us), and FFG has done brilliant job tweaking it Core game after Core game. I'm happy by these news.
  7. ymrar

    Personal Profit Modifier

    This sounds interesting. I agree that Proftit Factor represents large logistics, mainly used through agents. Yet I also think that all the characters are people with Influence. After all, for example Seneschal careers with good Intrigue represents networks of connections which needs lots of wealth to work. Influence is control after all, when you control the networks you control the wealth that it contains also. Then let's look at Arch-Militant in control of the ships ground troops for example. Depending on the size of the troops (usually quite sizeable) they need a lot of logistics to work. When the ship is restocked in space station, so are the troops. Who is in charge of this logistics, controls over the wealth that is needed to run them. These are just examples about considering wealth around the ship. People who obtain high positions in ships are very likely having wealth of their own. But I dont want a complex system representing this, as every complex system becomes in the way of storytelling. Your idea sounds nice, and I'd like to hear more about it.
  8. ymrar

    Personal Profit Modifier

    Good idea with that Ascension Talent, I need to check it out. Thanks. It might just be what I want for the navigator. It's a detail that annoys me. No worries on things spreading on player level, we're an old bunch who have played together for over a decade. With some almost 2 decades. My first game that had conflicting character interests (not intentionally at first) was a D&D game years and years back with 4 players who had opposite aligments. By the end, it was a blast.
  9. ymrar

    Personal Profit Modifier

    Not mandatory, it is defined by the characters. If the character backgrounds conflict and they wan't to pursue these conflicts I won't stop them. In fact if it looks like a direction for a good story, I encourage it. The story comes always first. Yes, the group is "meant" to work together. So were the senates of Rome. That's the beauty of it. They need to work together, even if they'd like to stab each others back. I disagree on the wealth department, and the Navigator is again the best example on this. It is actually quite silly that a Navigator that is part of Navis Nobilite who are Extremely wealthy has to actually even use the dynasty houses PF. But that can be explained by exactly what you said (and has.) But it still doesnt explain why would they let the dynasty benefit from PF gained through finding new charts. Also, unless the wh40k becomes part of Utopia, everybody has wealth of sort. I do know what PF represents. I wouldn't compare Inquisitor to Lord-Captain at all. They are a whole different ball room. It is also quite black and white world to say that that only Inquisitor of his retinue holds Influence and so does the rulebook actually. "Rather than a single, quantifiable resource, Influence represents many aspects of a Throne Agent’s career: his choices, accomplishments and failures, debts owed, promises given and received, reputation amassed, friends, rivals, and foes. Influence also represents the funds he can draw on as a member of the Inquisition and Calixian Conclave." The rest are not there for the ride, the rest have assets the Inquisitor lacks of. Be they their skill or contacts, and even that book actually talks about wealth in passing. But I'm getting seriously side tracked here. The PPM might let someone roll for a higher number than their PF, yes. If there is a base for it. What does it matter if the roll is over the current PF if the story supports it. The system is after all only to support the story in the game, not the other way around. Like in the case of the Navigator example. He is part of a wealthy Navis Nobilite, his efforts are noted. But in my game the benefit is Not for the whole dynasty like the rulebook dictates. Why would they give the dynasty wealth/influence for something that is theirs automatically. They don't, but I let at least the Navigator get the benefit of his work. In the other example: If the Captain would decide to give someone a Bonus he would have to punish someone with a Minus, otherwise, like I said, PF would come out of thin air. The modifiers are permanent until something changes it again. But in the end it is the choice of the Lord-Captain to do that. The story might go there or not, we will see. I'm creating this House Rule so that I don't have to say "No." in that situation. --------------------- To give an idea of the current situation in the Lord-Captain's retinue, I'll explain a bit of the ties. The game background started from a situation where the dynasty was almost in bankrupcy. Their only ship left was in ruins. They got an "investor", the character that now is Lord-Captain. The dynasty made a fraud, made her to be part of their dynasty. She is their "lost relative". They give her mandate of the Warrant of Trade for exchange of repairing the ship. She is now officially part of the dynasty. At the same time the dynasty puts one of their own lineage, a true heir of the Warrant of Trade as her 1st officer. An heir that might feel that the mandate or even the whole Warrant should be his by lineage. The Lord-Captain brought couple members of her own to the ship. Some people who have followed her through her career. That was one of her demands for their contract. Then there is the Enginseer who remains quite neutral about things as long as they don't endanger the ship. So the background was made that there are some conflicted motivations in the ship. It was up to the players to pursue them, or put them behind them. The 7 games that followed has brought some more inside ship intrigue, as the players felt their characters would do certain things. --------------------------------------- Back to original topic of discussing ideas and balancing problems: One idea I'm toying with is giving a one time +1 Modifier for selling some Very valuable (unique) equipment for a trade-off in Acquisition roll. I'm ok with some off-balance, but I'm just afraid that it might unbalance things too much.
  10. I've come to a situation where I've found myself wanting some system to show personal wealth. In my campaigns I usually create an inner-conflict amongst the players. It gives depth to characters, and it's a mechanic that ties together even characters with conflicted interests. Also, I enjoy sometimes to pop out the popcorn, lay back and watch the show... In one of these situations one of the RT-officers wanted the Lord-Captain to give him "a bonus" for his efforts. Unfortunately the system does not allow this in any way, and we explained it to the player. Then the Navigator charted a new route, and the rules say this gives PF to the whole party... Why? Why would Navigator House Benetek give benefits for charts that Their Navigator has charted? It is clearly said in many, many places that their charts are the most valuable asset and guarded with jealousy. Why on Terra would they make a contract where they would trade these secrets with the RT-dynasty? After these two events I started thinking of A Profit Modifier that is personal. In those two events for example. The Lord-Captain could give the Officer a bonus Plus PF-modifier for job well done, But he would have to give Minus PF-modifier for someone else for the same amount (otherwise PF would be generated from thin air). The Navigator manages to chart a new path, once succesfully reported to his House he gets the benefit of +1 PF modifier. Also this gives a way for players to use their personal wealth in their inner conflicts. Someone on ship is concidering doing some little fraud. He is in charge of the book keeping, so he wants to funnel some assets to his own ends. It's a brilliant idea, and I dont want to say "You can do that, but it wont have any effect on your Acquisition-rolls..". What I'm thinking is that his +1 will come out of someone else's pocket. This might become a lead to what he is doing (generating much fun and extra plot, out with the popcorn!). Do you find balancing issues with that? Do you have more ideas where Plus and Minus modifiers could come from?
  11. While writing things clean, it came to me, that players that can't reach the next entry bar yet might still want to do things that raise their PF. It would be stupid not to allow them. So I'm going to introduce a follow up on that. They can go over the maximum PF of their "Level", but it will inflict a big chance of Misfortune roll on thet. If they go over a lot, the chance is of course bigger. This represents the lack of Power the players have for protecting their holdings. Someone will take advantage of their weakness.
  12. That sounds good. Thanks for help.
  13. Just the kind of simplistic idea I'm looking for. Thank you. I like the multiplier, it's easy to remember so I don't need another chart for it. On the ship prices I'm thinking of returning to the original posters 10%. Reason being, the 30% might bite me back sometime, when players start to sell hulls that they have possibly found and salvaged. The sweet spot could also be somewhere between. What I want is that ships are not too cheap to aquire. For 10% you can get (if available) a 60 SP ship for 6 PF. ATM players are much more motivated to get their character equipment up to good standard, but once they reach their "happy place" they will start to see PF as ways to improve their Power otherwise (and they should, being RTs after all). Maybe go with 20% instead? I havent counted how much the components will add up to that though, average of 10PF/ship maybe?
  14. The question that comes to mind here, is what do you clasify as a fleet? Searching for common fleets sizes, I get ranges of 8 to 400+ . Going by Wikipedia you can infer it to be a minimum of 8 (more like 16 though IMO), to hundreds of ships in a fleet. I like it. Though obviously all parties need to be on the same side as to how many ships are in a fleet. I'm guessing you already took a gander at the "Fleet Management System" described below the PF scheme you referenced. And I do say, that I like your PF scheme better. I've missed the Fleet Managment System. What is it? My snippets are from different topics in FFG-forums. I'm coming to idea of setting the bars with Ship Points. For example, the first entry bar could be 100 or even 200 SP. This would leave room for players to be creative. Also it leaves less room for metagaming ("Ah, 10 ships for next entry bar, let's find a lot of cheap Scout-ships!) The idea of the system is to keep the control in GM hands, but at the same time let the players feel they are progressing. Now I just need some idea for the amounts of SP on different levels.
  15. We've been playing the RT for half a year now, and we're having trouble with PF-system. For us it is broken. I see there are lot of people with that view, and would like to see if you have something to contribute. The problem is that even though I cut out the Endeavours Achievment PF-bonus out from the start, the system still provides far too many points far too quickly (as many of you know). Yet they are needed for players to have some feeling of growing their dynasty (and I dont want to touch the Endeavour system any further). I've now been searching for different house rules that might suite our play. So far I've decided to up the scale of Houses (snipped from someone, modified a bit, sorry for not quoting..) PR Description 1 The largest and strongest of major world hive gangs, Outcast Sects etc. 1-5 Labour Guild, Struggling Merchant House. 1-10 Manufactory Combine, Weak Hive Guild. 5-15 Minor Ministorum Sect, Hab Collective. 10-20 Hive Guild, Minor Merchant House, Planetary Level Noble House, Disgraced/fallen Subsector Noble House. 15-25 Powerful Hive Guild, Rich Planetary Level Noble House, Impoverished Subsector spanning Noble House, Poor Rogue Trader. 20-35 Lesser Rogue Trader, Weak Imperial Governor. 40-60 Greater Planetary Noble of a wealthy world, Lesser Inquisitor, Cartel of Free Traders, Typical Imperial Governor. 60-80 Average Inquisitor, Average Subsector spanning Noble House, Impoverished Major House (Sector Spanning). 80-120 Middle Rogue Trader 110-150 Successful Rogue Trader 160-210 Wealthy Rogue Trader, Wealthy Subsector spanning Noble House, Average Major House (Sector Spanning), Impoverished Navigator House 200-300 Legendary Rogue Trader, Average Navigator House, Wealthy Major House (Sector Spanning), Lord Inquisitor. 400-600 Noted Major Houses (Krin, Machenko, etc), Wealthy Navigator House, Lord-Sector Hax, Impoverished Great House (Segmentum Spanning). 800-1000 Average Great House, Impoverished Imperial House (Imperium Spanning), Illustrious Navigator House. 1000+ Imperial Level Noble Houses, High Lords of Terra, Segmentum Rulers etc Note: Simply put, all Legendary / Wealthy Houses in RT books need to, at least, double their Profit rating. Then I've decided to make players pay for acquiring ships and components. (Snipped and modified more harsh from someone) 1. Ship Points and Profit Factor: 30% of total Ship Points value is burnt/deducted from Profit Factor. 2. Components. 1:1 SP value to burnt Profit Factor. Yet, I'm still not totally happy with the scale. I mean, Winterscale is Legendary Rogue Trader and it is in the books that they hold not only A Fleet, but Fleets of ships through generations of wielding power in Koronus Expanse. The problem I see now is that nothing stops from players to reach very high numbers over time with Single ship and still hold the Influence of a Wealthy or maybe even Legendary Rogue Trader. So we finally come to the topic. I'm thinking of setting fleet size entry bars to the upper "House classes". What they represent is Power to hold the Capital that brings you the Profit Factor. These are battle ready ships, that work elsewhere in the Koronus Expanse, than the players do. Although in case of a major war, they of course are counted for. With huge PF-sinks the players dynasty will stay at certain levels for a while. Instead of jumping classes like hoops. I can also start to introduce (or rather the players, as they are an inventive bunch) Massive Endeavours, Enormous Endeavours etc. that would reflect business plans considering major dynasty size strategies when I feel comfortable with it. I'm thinking of maybe 60-80PF to have the first bar with 1 Fleet (Namely the players with couple or more ships) and go up from there. Ideas?
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