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Nihilius

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  1. Obviously a case of very bad GM'ing. Not much else to be said really.
  2. Luthor Harkon said: IIRC the Deathwatch rulebook described the Security skill as being applicable only in regard to mechanical locks instead of electronic ones (where you would need Tech-Use). Not sure though... That's a very weird change imo. What character with shady motives who wants to learn how to break into places would only focus on mechanical locks in the year 40k? I'd imagine most medium to high security places would indeed have electronic locks.
  3. N0-1_H3r3 said: Nihilius said: Seriously, hacking has nothing to do with Agility. This is true in-game as well. Obtaining information from, or operating something connected to a cogitator would be a Tech-Use Test, which is based on Intelligence. Bypassing a mechanical lock is a Security Test (based on Agility, because it requires manual dexterity), but that doesn't cover electronic locks. Funny you should say that. We recently had a discussion in my group on what skill should be used for hacking, Tech-Use or Security. Based on the descriptions in the core book and Inquisitor's Handbook, I'd personally say that Security is definitely the skill to use. "Security is used to bypass locks of all types and circumvent tough security systems to get into well-protected locations. You can also use Security to take control of security systems so they work for you instead of the original owner." Bypassing a "security system" and general security measures designed to keep hackers out is logically pretty much the same thing. The description of Tech-Use doesn't really lead one to believe it should be used for hacking imo. But anyway, it's definitely the logical skill to use, which is what we ruled. Based on the RAW though, I'd say it's Security. Which once again has little do with the OP
  4. xdarkwulfx said: Well, I can understand a few of the things. Obviously if you have a low fellowship, you don't get along with people and lack social skills, so it would be hard to pretend to be another person compared to someone with a lot of charm and what not. As for hacking, I didn't know it required agility, though I suppose it makes some sense. It would honestly be a dual test to me, intelligence and speed. Depending on the complexity of what you are hacking, you may only have seconds to change a vital piece of code before you are caught or the data changes. As for the BS test, that is less logical, but you can stretch it to fit the truth. Since your basic BS skill is simply how good you are at using the weapon, the bonus comes not in the actual ability to shoot or improvement on aiming, but instead the sheer amount of rounds flying at the enemy. Since aiming is a seperate action altogether you can suppose that your characters are just firing at the hip, so it makes sense that more bullets equals more ability to hit something. What doesn't make sense is being unable to use semi-auto fire with aim in a single turn. Seriously, hacking has nothing to do with Agility. How many nerdy guys who can type 600+ characters per min do you think are athletic geniuses? Not many, the correlation is non-existent. Btw, Disguise is for the physical aspects of the disguise - make-up, clothing and so forth. You're thinking of Deceive, which is naturally based on Fel. Let's not get into the gun thing
  5. Bilateralrope said: Nihilius said: Theoretically I suppose, but note that e.g. Fire Bolt doesn't require a test for catching fire either. Have a look at the top of the pyromancy section. All pyromancy powers that inflict damage may ignite the target. Oops, joke's on me :/ My general point still stands of course, you can't make everything logical in a game. Or well, you can try...but have fun rewriting most of the rules.
  6. Well, in that case all the Pyromancy powers should naturally require tests to avoid being on fire. Which I really wouldn't do, since being on fire is so much worse than testing for stunning. You'll just have to accept that you can't fix everything in a game setting to make it more logical. Why is it better to fight with two pistols rather than one? Why do you get a bigger bonus to BS with a full burst, when everyone knows short bursts are better? Why are Disguise tests based on Fellowship? Why are hacking tests based on Agility? And so forth.
  7. Theoretically I suppose, but note that e.g. Fire Bolt doesn't require a test for catching fire either.
  8. Peacekeeper_b said: I will agree on one fact and disagree on another. I will never accept any game that uses a dice pool (other then D6 Star Wars) as a superior system (look at Shadowrun, WoD, WFRP3E, I hate Dice Pools, personal opinion). You probably have more experience with RPGs than I do (played D&D, Cthulhu (non-d20), WoD, Warhammer 2nd ed and DH). What game would you say is mechanically superior to WoD/others? If they're actually cool RPGs as well that's a bonus
  9. LuciusT said: Peacekeeper_b said: And the best reason why the didnt use the D20 system was..... they didnt want the game to suck. Wow, too bad they failed then. Hehe. Not sure how serious you are, but I'm not particularly impressed by the mechanics of DH. It's not bad, but not particularly good either. By far the most superior gaming system I've played is the one White Wolf uses for the World of Darkness game. No rolling stats, scales perfectly, displays expert levels in a skill very well, gives players a lot of flexibility and balances stats vs skills pretty much perfectly. So much love for that system. I also hate how badly all the talents, skills and game mechanics are described in DH. Our group has had so many discussions of how <something> works, and it's not because of munchkinism either.
  10. Charmander said: As an aside from Dual Shot specificall, I find the normal firing twin pistols in semi-auto mode a bit overpowered and as such HR'd it out. I can see you have yet to face a player's Guardsman at rank 6+ using Lightning Attack, Blademaster and a Great Weapon Holy Tons of Damage Batman!
  11. I'd go with DC Assassin, with the caveat that your GM lets you go with a cult that isn't as mindlessly crazy as described in the book. I think it's very lame for assassins to be forced to either play a blood-crazed maniac or....a brainwashed maniac, so giving some leeway is important. There is also the fact that DCA is just a much more fun class than Crusader, which is pretty dull.
  12. Diel Ulricsson said: I would post the link, but these **** boards STILL CANNOT BE PASTED INTO! Not really relevant to the thread, but I assume others have interest in this anyway. You CAN paste, but you have to explicitly allow pop-ups for the FFG boards. In Firefox you'll get a yellow-ish bar on top of your browser when trying to paste, click this and allow pop-ups. Other browsers probably have different procedures. It's really silly, but at least it works.
  13. The DH books are generally pretty vague when it comes to the rules. They are pretty bad with abstractions (which was about the one good thing with D&D 3rd ed) and rules text is often very vague and doesn't go into detail at all. From a balance standpoint I don't think giving anything else beyond the 1d5 insanity is needed either. There is also the fact that the Mara Landing background uses the word "unhinged" in a manner which seems to indicate it's just an adjective and nothing else, even though it's capitalized.
  14. I think you need to contact FFG to get a good answer here (link at the bottom of the page). Personally I'd be inclined to let XP spent on removing IP/CP count towards rank advancement as to not punish the character doubly, but that's just a house rule so...
  15. LuciusT said: You are right, that is a problem with the rules. However, psychic powers, under the RT rules, cost experience points. You don't get any for free. That means psykers have to choose between buying psychic power and buying other talents, skills or characteristic advances. That means that, under the RT rules, psykers can't be as good as everybody else and have psychic powers too. Moreover, the more impressive powers cost more and are only available a higher ranks. That's another reason why I strongly advocate using the RT psychic rules in preference to the DH rules. Sounds like a semi-plausible fix (don't have RT). However, some powers are still downright silly, like the best Pyromancy powers. The argument has been repeated ad nauseum, but psykers are obviously more powerful than the other characters for most purposes. Like Cat, I think balancing power with risk is a good thing, and necessary.Really like your post about adventure design too, spot on.
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