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Simsum

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  1. Like
    Simsum reacted to Darth Smeg in Suspected Cheating   
    I made people roll in the open after I had the very same experience, and that worked for a while. 
     
    But similar discussions on these very forums led me to the conclusion that this "fudging" of dice rolls is part of what makes the gaming experience enjoyable for him, and in the end, having fun is what it's all about. At least when you're playing with friends, and the social experience is more important than the game and it's rules. 
     
    And I've been in that position, as a player, and I know it sucks when the dice fail you and you feel that somehow it's wrong, it doesn't match your imagination of your character and how he "should" handle that situation. Which is fair enough: Role-playing games are basically power fantasies, and a good GM delivers what his players want
     
    So in the end, you could also ask yourself: Does it really matter? Do the other players mind? Are you all having a good time? 
  2. Like
    Simsum got a reaction from LETE in Suspected Cheating   
    Talk it out with him outside of the game. But don't forget to treat him with the love and respect your childhood friend deserves.
  3. Like
    Simsum reacted to bogi_khaosa in woops! PCs AP too high...   
    I say the following.
     
    Characters should only be wearing this kind of armour, which is very bulky and noticeable, if they are expecting serious combat. In which case they should be well protected, or they will die. And presumably the opponents will be similarly equipped. So it's fine.
     
    If they are doing undercover work, or are in any situation other than expecting serious combat, they won't be wearing such armor, or any armor. So it's fine.
  4. Like
    Simsum reacted to cps in Influence for resource acquisition - debate   
    I don't think I've ever seen someone have so much trouble with abstraction.
     
     
    In your mind, how does the availability modifier (Very Rare vs Common) not cover this?
     
     
    I think a more important question in this situation would be, Is it narratively interesting to spend time answering these other questions?
  5. Like
    Simsum reacted to ThenDoctor in More Divinations (moved from General Thread)   
    This is an expanded Divinations table (Table 2-9) that I created. It's by no means finished, I want and appreciate your opinions on the table and hope for your opinions as I'm not sure the validity or balance of all the effects I made up. This was copied over from the General Discussion section at the request of Mr. Tim Huckelbery.
     
    Sorry for lack of proper table the tech anima seems to be disagreeing with my formatting.
     
    D100 Roll
    Prophecy
    Effect
    01
    The mutant bears his heresy on the outside, and the traitor hides it in his soul.
    Roll once on Table 8-16: Mutations (see page 291) and apply the result.
    02
    Mutation without, corruption within.
    Roll once on Table 8-15: Malignancies (see page 290) and apply the result.
    03
    Sins hidden in the heart turn all to decay.
    Increase this character’s Corruption points by 3, and when this character gains a Malignancy they may choose a Malignancy with no physical manifestation. Rerolls may be required. (GM’s final approval allowed.)
    04
    Knowledge is power; hide it well.
    Increase this character’s Intelligence or Fellowship by 3. Reduce their Agility or Strength characteristic by 3.
    05
    It is better to die for the Emperor than to live for yourself.
    If this character reduces their Fate Threshold to survive death they may stay conscious until the end of their turn.
    06
    Trust in your fear.
    Increase this character’s Perception by 5. They also gain the Phobia Mental Disorder (see page 288).
    07
    Humans must die so that Humanity can endure.
    This character gains the Jaded talent. If they already possess this talent, increase their Willpower characteristic by 2 instead.
    08
    The lot of courage is to be sanctified upon the altar of battle.
    This character gains the Frenzy talent. If they already possess this talent, increase their Toughness characteristic by 2 instead.
    09
    A coward always seeks compromise.
    Increase this character’s Strength or Willpower characteristic by 3. Reduce this character’s Fellowship or Intelligence characteristic by 3.
    10
    Faith without deed is worthless.
    Reduce this character’s Ballistic Skill or Weapon Skill characteristic by 3. The first time this character spends a fate point to reroll a test each session, roll 1d10. On a result of 10 the fate point is not expended.
    11
    The Dark Gods laugh at the foolishness of meek appeasers.
    Roll once on Table 8-15: Malignancies (see page 290) and apply the first result that gives a physically noticeable Malignancy. This may require rerolls. (GM’s final approval allowed.)
    12
    The pain of the bullet is ecstasy compared to damnation.
    Reduce this character’s Agility characteristic by 3. The first time this character suffers Critical damage each session, roll 1d10. On a result of 10 they do not suffer any Critical Effects, though the damage still counts as Critical damage.
    13
    Inspiration grows from the barrel of a gun.
    Reduce this character’s Weapon Skill characteristic by 3. When this character successfully kills an enemy with a ballistic weapon they gain a (+10) to their next skill test.
    14
    Only the lost understand true terror.
    Increase this character’s Insanity points by 5. This character treats only enemies with Fear (2) as Fear (1).
    15
    The mighty have no room for doubt.
    Increase this character’s Strength or Toughness characteristic by 3. Reduce this character’s Intelligence or Willpower characteristic by 3.
    16
    Be a boon to your allies and the bane of your enemies.
    This character gains the Hatred (choose any one) talent. If they already possess this talent, increase their Strength characteristic by 2 instead.
    17
    Victory needs no explanation, defeat allows none.
    If this character survives a battle victoriously (GM’s discretion) they gain a (+10) to their Fellowship characteristic for the purposes of interaction skills for 1d5 hours after the battle is over.
    18
    Carry the Emperor’s Will as your torch, with it destroy the shadows.
    Increase this character’s Willpower characteristic by 2. Additionally they may reroll a single missed attack while suffering from the Darkness modifier once per combat scenario.
    19
    The blood of martyrs is the seed of the Imperium.
    Increase this character’s Toughness characteristic by 2. Additionally the first time they would suffer from Blood Loss each session they may reroll the Difficult (-10) Medicae test to remove the condition.
    20
    The wise learn from the deaths of others.
    Increase this character’s Agility or Intelligence characteristic by 3. Reduce their Weapon Skill or Ballistic Skill characteristic by 3.
    21
    Pain is an illusion of the senses, despair an illusion of the mind.
    Increase this character’s Toughness characteristic by 2. Additionally the first time they would suffer from the effects of Fear each session they may reroll the Willpower test to resist it.
    22
    The rewards of tolerance are treachery and betrayal.
    This character gains the Deny the Witch talent. If they already possess this talent increase their Willpower characteristic by 2 instead.
    23
    The only rewards for treachery are vengeance and retribution.
    This character gains the Hatred (Chaos Space Marine Legions) talent. If this character already possesses this talent then increase their Weapon Skill or Ballistic Skill characteristic by 2 instead.
    24
    Kill the alien before it can speak its lies.
    This character gains the Quick Draw talent. If they already possess this talent increase their Agility characteristic by 2 instead.
    25
    To withdraw in disgust is not cowardice.
    When this character uses the Withdraw action, enemies take (-10) to attacks against them.
    26
    Vengeance is yours.
    Reduce this character’s Fellowship by 3. The first time he is successfully damaged by an enemy he gains a +10 on his next attack only if this attack is against the enemy that damaged him.
    27
    Know the Mutant; Kill the Mutant.
    This character gains the Hatred (Mutant) talent. If they already possess this talent, increase their Weapon Skill or Ballistic Skill characteristic by 2 instead.
    28
    Better crippled in body than corrupted in mind.
    The first time each session this character suffers critical damage severe enough to remove the use of a limb they may remove 3 Corruption points (down to the nearest value divisible by 10).
    29
    Truth is subjective.
    Increase this character’s Perception characteristic by 3. The first time they would gain 1 or more Corruption points each session, they gain that amount plus 1 instead.
    30
    No barrier, no enemy will thwart Humanity’s purpose.
    When successfully hitting an enemy in cover, this character may choose either their base roll, or the reverse of the roll when calculating the location of the hit.
    31
    Harden your soul against decadence.
    Increase this character’s Willpower by 2. When using drugs and consumables this character makes addiction rolls every 12 hours instead of 24 hours.
    32
    Thought begets Heresy.
    Reduce this character’s Intelligence characteristic by 3. The first time they would gain 1 or more Corruption points each session, they reduce that amount by 1 (to a minimum of 0) instead.
    33
    Heresy begets Retribution.
    Increase this character’s Fellowship or Strength characteristic by 3. Reduce their Toughness or Willpower characteristic by 3.
    34
    Be strong in your ignorance.
    Increase this character’s Willpower characteristic by 5. This character treats all Lore skill tests as one degree more challenging.
    35
    While obscene heretic’s hearts still beat, there can be no respite.
    The first time a session this character suffers critical damage from a heretical threat (GM discretion), they may ignore any fatigue gained from the critical effect. They still take any other effects described in the Critical Damage recieved.
    36
    A narrow view sees better.
    This character gains the Marksman talent. If this character already possesses this talent they increases their Ballistic Skill characteristic by 2 instead.
    37
    Be bloody, bold, and resolute.
    The first time a session this character inflicts critical damage against an enemy to cause them blood loss they gain a (+10) to Willpower characteristic tests for the rest of the encounter.
    38
    My armor is contempt.
    This character gains the Trade (Armorer) skill at Rank 1 (Known). If they already possess this skill increase their Intelligence characteristic by 2 instead.
    39
    The keenest blade is righteous hatred.
    This character gains the Devastating Assault talent. If they already possess this talent increase their Weapon Skill characteristic by 2 instead.
    40
    By the manner of their death we shall know them.
    The first time a session when a character inspects a corpse they gain a (+10) to their Intelligence characteristic for the purposes of determining information about the corpse.
    41
    A mind without purpose wanders in dark places.
    When gaining Mental Disorders (see page 287), the character may choose to gain a new Disorder instead of increasing the severity of an existing Disorder.
    42
    Peace is Hell.
    If this character is involved in a combat encounter due to a failed interaction test their first attack is given a (+10) bonus.
    43
    Every lone spirit doubts their strength.
    When this character is assisted by another in an action requiring the Strength characteristic. They gain a further (+10) modifier to the test.
    44
    Never forget, never forgive.
    This character gains the Enemy (GM’s choice) talent. They also gain the Hatred talent for the same faction.
    45
    If a job is worth doing, it is worth dying for.
    Increase this character’s Toughness or Willpower characteristic by 3. Reduce his Fellowship or Strength characteristic by 3.
    46
    The brave never die, the coward never lives.
    When this character flees from combat attacks against them garner a (+10) bonus. Increase this character’s Toughness by 2.
    47
    Only through war may the Emperor’s Will be spread.
    This character gains the Common Lore (War) skill at Rank 1 (Known). If this character already possesses this skill increase their Weapon Skill or Ballistic Skill characteristic by 2 instead.
    48
    Better a thousand innocents die, than a single heretic live.
    If this character suffers Shock from the blood and gore of known innocents they gain a (+10) to their Willpower characteristic test.
    49
    There are no civilians in the battle for survival.
    This character gains the Constant Vigilance talent. If the character already possesses this talent increase their Perception characteristic by 2 instead.
    50
    Anyone who will not fight by your side is an enemy you must crush.
    This character gains the Double Team talent. If the character already possesses this talent increase their Weapon Skill characteristic by 2 instead.
    51
    Think not what the Emperor can do for you, only what you can do for Him.
    This character gains the Common Lore (Imperium) skill at Rank 1 (Known). If this character already possesses this skill increase their Intelligence characteristic by 2 instead.
    52
    To stand for nothing is to fall to everything.
    This character gains the Leap Up talent. If this character already has this talent then increase their Agility characteristic by 2 instead.
    53
    Dark dreams lie upon the heart.
    Whenever this character would roll on Table 8-15: Malignancies (see page 290), they may instead select any one result and gain that Malignancy.
    54
    The blood of Humanity oils the cogs of the Imperium.
    This character gains the Tech Use skill at Rank 1 (Known). If this character already possesses this skill increase their Intelligence characteristic by 2 instead.
    55
    Violence solves everything.
    Increase this character’s Weapon Skill or Ballistic Skill characteristic by 3. Reduce this character’s Agility or Intelligence characteristic by 3.
    56
    Fear begets doubt, doubt begets heresy.
    When this character would gain insanity points from a failed Fear test, they also gain 1 Corruption point.
    57
    The Emperor’s work cannot be done without a weapon.
    The character gains the Weapon Training talent (Las, Low-tech, or Solid Projectile). If this character possesses all three talents increase their Ballistic Skill or Weapon Skill characteristic by 2 instead.
    58
    Die if you must, but not with your spirit broken.
    This character gains the Die Hard talent. If this character already possesses this talent then increase their Willpower characteristic by 2 instead.
    59
    Judge others as the Emperor judges you.
    This character gains the Scrutiny skill at Rank 1 (Known). If this character already possesses this skill increase their Perception characteristic by 2 instead.
    60
    Heresy can never die, but may lie dormant for eternity.
    The character gains the Forbidden Lore (Heresy) skill at Rank 1 (Known). If this character already possesses this skill then increase their Intelligence characteristic by 2 instead.
    61
    Ignorance is wisdom of its own.
    Reduce this character’s Perception characteristic by 3. The first time they would gain 1 or more Insanity points each session, they reduce that amount by 1 (to a minimum of 0) instead.
    62
    The forces of Humanity will always stand united, the forces of the Archenemy can only stand divided.
    When this character spends a Fate Point in reaction to another character they may roll a 1d10. If they roll a 10 the desired effect is still triggered and the Fate Point is unspent.
    63
    Live by the sword, kill by the sword.
    The character gains the Whirlwind of Death Talent. If the character already possesses this talent then increase their Weapon Skill characteristic by 2 instead.
    64
    The gun is mightier than the sword.
    The character gains the Rapid Reload talent. If the character already possesses this talent then they increase their Ballistic Skill characteristic by 2 instead.
    65
    If you must fall let the Emperor raise you.
    This character gains the Catfall talent. If they already possess this talent then increase their Agility characteristic by 2 instead.
    66
    Only the insane have strength enough to prosper.
    Increase this character’s Willpower characteristic by 3. The first time they would gain 1 or more Insanity points each session, they gain that amount plus 1 instead.
    67
    Only those who prosper may judge what is sane.
    Increase this character’s Insanity points by 3. The first time a session this character treats a creature with Fear as 1 level lower they also gain a (+10) to a single roll their next round.
    68
    Those who increase their knowledge increase their sorrow.
    Increase this character’s Corruption or Insanity points by 3. This character gains a Forbidden Lore skill at Rank 1 (Known) of their choice.
    69
    An ocean of courage is not equal to a drop of faith.
    Until this character has expended Fate Points this session, or burned Fate Threshold to survive death, they may reroll a single Willpower test.
    70
    A suspicious mind is a healthy mind.
    Increase this character’s Perception characteristic by 2. Additionally, they may re-roll Awareness tests to avoid being Surprised.
    71
    The true price of victory is measured by the sacrifice given for it.
    Increase this character’s Ballistic Skill or Weapon Skill characteristic by 3. Reduce this character’s Toughness or Agility characteristic by 3.
    72
    In the darkness, follow the light of Terra.
    The character gains the Blind Fighting talent. If they already possess this talent increase their Willpower or Perception characteristic by 2 instead.
    73
    Heavy is the hand that brings the end of one’s enemy.
    This character gains the Ambidextrous talent. If this character already possesses this talent increase their Agility characteristic by 2 instead.
    74
    Suffering is an unrelenting instructor.
    Reduce this character’s Toughness characteristic by 3. The first time that this character suffers any damage each session, they gain a (+20) bonus to the next test they make before the end of their next turn.
    75
    A strong soul dwells within a sound mind and a sound body.
    Increase this character’s Intelligence or Toughness characteristics by 3. Reduce this character’s Agility or Willpower by 3.
    76
    The only true fear is dying without your duty done.
    This character gains the Resistance (Cold, Heat, or Fear) talent. If they already possess this talent, increase their Toughness characteristic by 2 instead.
    77
    The enemy cares not for who has the authority to stop them, only those with the power.
    The character gains the Command skill at Rank 1 (Known). If this character already has this skill increase their Fellowship characteristic by 2 instead.
    78
    To destroy the future, one must merely forget their past.
    The character gains the Scholastic Lore (Legend) skill at Rank 1 (Known). If this character already possesses this skill increase their Intelligence characteristic by 2 instead.
    79
    Ignorance knows no bounds, hubris acknowledges none.
    The first time a session this character fails a lore check for which they have a skill rank in they may ignore 1 Degree of Failure.
    80
    Only in death does duty end.
    The first time this character would suffer Fatigue each session, they suffer that amount of Fatigue minus 1 (to a minimum of 0) instead.
    81
    Do not embrace death freely, your purpose is greater.
    The first time a session a character spends a fate point to reroll a failed Dodge attempt they gain a (+10) to the roll.
    82
    To seek praise is to show your worthlessness.
    This character gains the Stealth skill at Rank 1 (Known). If this character already has this skill then increase their Agility characteristic by 2 instead.
    83
    Live freely with the Emperor, die well, and earn a place at His side.
    Increase this character’s Fellowship by 3. When this character is interacting with a person of authority they take a (-10) to interaction tests with that person.
    84
    Innocence is an illusion.
    This character gains the Keen Intuition talent. If they already possess this talent increase their Intelligence characteristic by 2 instead.
    85
    The only mercy one may afford a heretic is a swift death.
    This character gains the Nowhere to Hide talent. If this character already possesses this talent then increase their Perception characteristic by 2 instead.
    86
    Your life is finite; never waste the time the Emperor has allotted you.
    Increase this character’s Agility or Perception characteristic by 3. Reduce this character’s Toughness or Intelligence characteristic by 3 instead.
    87
    To await victory is to earn defeat.
    Reduce this character’s Toughness by 3. When this character takes a Run action Ballistic Skill characteristic actions against them take (-30) and Weapon Skill characteristic actions against them gain (+30).
    88
    To war is human.
    This character gains the Dodge skill at Rank 1 (Known). If they already possess this skill, increase their Agility characteristic by 2 instead.
    89
    Willingly or unwillingly, all eventually serve.
    Increase this character’s Agility or Willpower characteristic by 3. Reduce this character’s Toughness or Fellowship characteristic by 3 instead.
    90
    Wounds will heal, glory is forever.
    This character gains the Peer (GM’s discretion) talent. Reduce this character’s Toughness characteristic by 2 instead.
    91
    A life without the Emperor is sound and fury signifying nothing.
    Increase this character’s Fellowship or Willpower by 3. Reduce this character’s Strength or Intelligence characteristic by 3 instead.
    92
    There is no substitute for zeal.
    This character gains the Clues from the Crowds talent. If they already possess this talent, increase their Fellowship characteristic by 2 instead.
    93
    Take action against your enemies today, lest they destroy you tomorrow.
    Reduce this character’s Agility characteristic by 3. If this character is part of the initiation of a Surprise action then they receive a (+10) to a single role in the Surprise round.
    94
    Honor the fallen by carrying on their fight.
    If this character is witness to a fellow character’s death (excluding situations where the character burns Fate Threshold to survive) they may take the Hatred talent of whatever killed that character as if it were a tier 1 talent.
    95
    Let the Emperor’s hand guide your righteous fury.
    The first time a session when this character commits Righteous Fury and rolls a 1d5 for the Critical damage effect they may reroll a result of 1, but they must take the result of the reroll even if it is 1.
    96
    Even one who has nothing can still offer their life.
    When this character burns Fate threshold to survive a lethal injury, roll 1d10. On a result of 10, they survive whatever grievous wound would have killed him, but they do not reduce their Fate threshold.
    97
    In only death may you be given atonement.
    When this character burns Fate threshold to survive a lethal injury they remove 1d5+FT (new Fate Threshold) from their Corruption and Insanity points down to the nearest number divisible by 10.
    98
    There is no fate, but that which the Emperor decides.
    This player rolls twice on the Divination Table. Should they roll 98 reroll that individual roll. From these two separate rolls the player may choose a divination.
    99
    Look to the Emperor, and He will provide.
    This character may roll a second Emperor’s Blessing roll. This Emperor’s Blessing is (10+).
    100
    Do not ask why you serve. Only ask how.
    Increase this character’s Fate threshold by 1.
  6. Like
    Simsum reacted to DeathByGrotz in Weapon Balance, beta 1.0   
    Yeah, some of my players griped about the weapons table, once they actually looked at it, because rules value didn't match what was described in fluff. The common weaponry (las, SP, prim and chain) for the most part, the stuff characters will see on a more regular basis in our campaign, is soaked decently enough by armour for our preferences.
     
    My current ponderings are more along the lines of how we should implement force fields and similar things, and if certain types of armour should grant additional soak vs specific damage types. Reflective plating, f.ex., v.s. las.
     
    I'm also wondering if we hit source exactly there, really.
     
    For a less lethal, bolter shells everywhere game, I'd use the weapon values as per core book, certainly, but that isn't what my group wants (Investigative game, with rare, but very dangerous combat, preferably meaningful in some manner, be it due to mistakes they made or rivals they made). The book weapon values simply do not work well for that premise.
  7. Like
    Simsum reacted to Krauze in NPC Generator ready on Malleus.dk   
    Hi all,
     
    It's true, we had some problems with our server hosting, and the site has been down from time to time. We have made some serious threats to the company and unless they are not intimidated by the prospect of 'purification by plasma' we won't see this problem again.
     
    We have been playing D&D for a while now, which explains the lack of activities on our site. However, we have just engaged in Only War and will most likely look into DH2 when it is released - ahhhh, it's good to be back. With a little luck we will start make some handouts and other stuff for malleus.dk in near future.
     
    ...and yes, we all live in Copenhagen, Denmark - but our minds are the same place as everybody else in here - a place where everybody can hear you scream, but no one cares 
  8. Like
    Simsum reacted to Kainus in Emotional attachments, friends, family...the "fluff" of life...   
    Nope. You should read a 40k novel called Eisenhorn, detailing the adventures of an Inquisitor in a sector next to Askellon. Eisenhorn is definitely not celibate, haha.It also contains some great inspiration for Dark Heresy.
    Reported, mate. That's really unnecessary.
  9. Like
    Simsum reacted to Nimsim in House ruling a whole ruleset   
    So I was challenged by someone else in the forum to just write up my own homebrew since I Have so many problems with the core system. This thread will be where I brainstorm those ideas for home brewing a system based on the new dark heresy.
    Goals:
    -Create a system that promotes the themes of dark heresy as I see them: grim darkness, suspicion, investigation, over the top combat, grittiness, and black comedy
    -create a basic core resolution system that is quick to pick up but offers a degree of granularity
    -create a combat system that promotes tactics, over the top results, and tough decisions
    -create a social system that has mechanical backing and is fun to play while my interfering with roleplay
    -create an investigation system that gives structure to what a game session is meant to play like while being flexible to the dfferent missions that acolytes face
    -streamline and consolidate skills and talents to make them simpler but still allow character customization
    -create a fun and thematic psychic power system
    -make fun rules for vehicles
    -have thematic character creation focusing on creating unique characters
    -have guidelines for converting existing rules to this system, particularly NPCs and equipment
    So that's a lot of stuff. First, I'll throw out the idea that made me decide to start this thread. Lots of people like the d100 system in dark heresy. I personally dislike it both because is based around hunting for modifiers in order to succeed, and the huge amount of swing to rolls and lack of a bell curve mean that the average session's worth of rolls is extremely unlikely to approach the actual probability of the dice and instead produce lots of outliers.
    So, I have an idea to take the basic idea of rolling 2d10. One of the d10s represents your attribute, ranging from 1-10. The other d10 represents your skill, also ranging from 1-10. Attributes are range from 2-5 based on human ability. This could be increases by creatures of greater size, or by unnatural attributes. Skills range from 1-3 or 0 for untrained. Your total skill rating is equal to your skill ranks plus your related attribute. So if you have strength 4 and athletics 2, your skill rating is 6.
    To resolve a roll, you roll 1d10 for yor attribute and 1d10 for your skill. If you roll equal to or under the rating, that is a a success. There are five kinds of outcomes for your roll.
    Complete success: If your attribute and skill roll both succeed, you get a full success with no issue. The various skills will all list examples of complete successes, but this basically means you do what you wanted to do without anything bad happening.
    Limited success: if only one of either your attribute or skill roll succeed, you have a limited success. You aucceed at what you wanted to do, but there is either a price to pay or what you did is limited in scope.
    Failure: if neither roll succeeds, you fail at what you were attempting and the GM can choose to introduce either grimness or darkness to your characters life. Examples of grimness are things like encroaching insanity, broken technology, or physical injury. Examples of darkness are encroaching corruption, new enemies appearing, or the environment turning against you.
    Righteous Success: if both rolls succeed and are equal to each other, you have a righteous success allowing you to do something extraordinarily well or with extra benefits. As a note, if you roll equal numbers and only one success, you may count the roll as a Full Success instead.
    Debilitating failure: if you fail and roll doubles, you have a debilitating failure. The GM can introduce grim darkness to your characters life, which include combinations of grimness and darkness or over the top versions of them.
    Something you may be wondering is how guns will be handled. Weapon skill and ballistic skill will still be attributes, but instead of having skills for the weapons, the weapons themselves will have reliability modifiers that add to the skill roll. So a lasgun with reliability 2 shot by someone with 4 ballistic skill will have a skill rating of 6.
    And what about the modifiers? Well, I'm borrowing a page from the new D&D and using the advantage/disadvantage mechanic. If you have advantageous modifiers in combat, you roll 2 dice for your lowest of skill or attribute and choose the lowest of those to apply to your roll. If you have bad modifiers, you have disadvantage and roll two dice for your lowest of skill or attribute and choose the higher result. So if you have attribute 4 and skill 5, you'd roll two dice for the attribute and one for the skill. Some game mechanics may actually provide penalties to your skill, causing it to be lower than your attribute. If you have a mix of advantage and disadvantage, there is no change to your roll.
    What happens if a skill goes above 10? It automatically counts as a success. The due is still rolled to check for doubles. What happens if a skill AND attribute go above 10. Both dice automatically succeed. This feat is normally impossible for humans but may occur for some NPCs. The grim dark future is a scary place. They still roll to check for doubles.
    So that's my baseline idea for the system. It's currently cribbing a lot from dungeon world in terms of having partial successes. I'll also be adding what successes mean for each skill, as well as a list if grim, dark, and grimdark moves the GM can inflict on players.
    Any thoughts or comments so far?
  10. Like
    Simsum reacted to Visitor Q in Newbie GM help   
    More importantly if an enemy outflanks or just emerges from behind his buddies are that much further away to help him.
     
    BTW  Something I learnt very early on is that you don't need to make the win conditions of a scenario defeating the bad guy in combat.  The enemies they face could be horrible and well out of the league of the Acolytes and the scenario is to escape or gather information without being seen.  On this basis don't be afraid to really mix it up by throwing in something that the PCs can't possibly be expected to handle in a straight fight and watch them get creative (or just run!).
     
    Two examples I have used;
     
    1) An Eversor assassin on a rank 2 group.  Acolytes are protecting a dignatary that the eversor wants to find and kill.  Hilarity (and by hilarity I mean terror) ensues.
     
    2) A Chaos Terminator on a rank 4 group.  Acolytes known the mutants are worshipping soething i nthe swamps, investigate and discover a possessed suit of Terminator Armour.  They need to find the ritual to banish the spirit while the machine ramapges through the country side.
     
    Both of these were really fun scenarios because the PCs knew they couldn't just blast the enemies in a fair fight.
  11. Like
    Simsum got a reaction from pearldrum1 in A question on Gloomhaunt Attacks post-grapple   
    You're correct.
    The Gloomhaunt has a couple of other oddities, though, and I don't have definite answers to those, just suggestions:
    1. The Gloomhaunt counts as having a Strength Bonus of 6 for the purposes of Grapple Tests. Only Grapple Tests are Opposed Strength Tests, so Strength Bonus doesn't really enter into it.
    You may wish to increase the Gloomhaunt's Strength to 61 for the purposes of Grapple Tests, as that seems to have been the intention.
    2. Normally Grapple victims get twice their Armour Protection against Grapple Damage. Whether this counts against the Gloomhaunt's 1d10+2R head-munching Grapple attack is unclear.
    You may wish to treat Armour Protection normally for the purposes of the Gloomhaunt's head-munch Grapple attack, as again that seems to have been the intention.
  12. Like
    Simsum reacted to Covered in Weasels in Acquiring items of different quality   
    This is a minor house rule, but it does ease the item acquisition process.
    When my players try to acquire an item, I don't have them specify what quality they wish to purchase. Instead, I let them pick the quality after they roll their Influence check. For example, if a character tries to buy a stub automatic and succeeds by enough that they could purchase a Good quality auto instead, I let them do that. If they fail their test to buy a bionic arm by a couple points, I offer them a Poor quality version (a faulty arm is better than no arm at all).
  13. Like
    Simsum reacted to Robin Graves in So, where is the Askellon Sector?   
    Have some rogue acendant C'tan pick up the Askellon sector and transplant it straight wherever you want it!
  14. Like
    Simsum reacted to DarkForce2 in RoF   
    Interesting Idea... really interesting Idea. About the DoS/Hit Ratio... yeah, equalizing it is probably the simplest solution, in which case you might even say, for example, "Inaccurate Weapons only gain an additional hit per two degrees of success" or something.
     
    Overall, I'd say it does a good job at making Single/Semi/Full more situational trade offs. Which addresses the biggest problem, namely Full Auto being superior in most situations as long as you have enough ammo to dump.
  15. Like
    Simsum reacted to Lynata in RoF   
    I still need to try "soft" gun-based increments some day, with a +2 bonus for every single bullet that leaves your barrel. Half Action Single Shot: +0 BS Half Action Semi-Auto: +0 BS Full Action Semi-Auto: +2 BS per shot Full Action Full-Auto: +2 BS per shot This represents the fact that the first shot leaving the barrel should realistically have the same chance to hit the target regardless of how many additional rounds you fire, whilst every follow-up round would add a small bonus to hit based purely on chance. However, since the steps are not as big as in RAW, the bonus must not necessarily favour additional hits (a total of 4 shots only adds +8 to BS; not enough for a DoS if we assume equal dice rolls). As a consequence, spewing bullets in Semi- and Auto Fire increases your general chance to hit, but is very inefficient as far as ammo-to-hit ratio is concerned.   Example: Boltgun with S/2/4 would have BS +0/+4/+8 respectively. An autogun with S/3/10 would give +0/+6/+20.   I have included Semi-Auto bursts as a Half and Full Action both, the former representing "shooting from the hip" where the shooter sacrifices the aim bonus for not taking the time to properly control their weapon.   The advantage of Standard Attack would be that it's only a Half Action, representing either a "snap shot" or an aimed attack (+10) if you couple it with the Aim action. The Half Action Semi-Auto burst fires more bullets, but given that it sacrifices the bonus to BS you just have a good chance of wasting ammo, so it's very situational.   I'm just undecided what to do about DoS. I like the difference between Semi- and Full Auto for a sense of realism and because it makes the two options more unique, but it seems to me that it'd be more intuitive to simplify it into a general "1 DoS = 1 Hit", regardless of the type of attack.     The potential advantages of this system are that it provides less of a harsh gap between RoF options and might make Auto-Fire less of a problem for some weapons (the bolter in particular had auto-fire taken away because it was considered too powerful with the old bonus). Additionally, it allows for greater uniqueness between individual gun models, as many weapons will now provide different BS bonuses due to their different rates of fire. There could also be traits and/or modifications or even special ammo types that change the bonus to, say, +1 or +3 per shot  (reflecting an increase or decrease in accuracy). For some weapons it could even be tied to the Strength of the shooter (recoil?).   All still very much theoretical at this point, though.
  16. Like
    Simsum got a reaction from pearldrum1 in Arbites and Imperial Guard   
    The Adeptus Arbites are galaxtic cops. Their remit is the Lex Imperialis, the Imperial law.
    The Astra Militarum has its own military police, as does other armed forces within the Imperium, and civilians are policed by a third type of coppers (known as Enforcers in 40K speak).
    The Imperial law is all about the smooth running of the Imperium. Arbitrators concern themselves with heresy, treason, sedition, tithes, and the security of the Adeptus Terra and its representatives.
    Gambling is unlikely to be covered by the Lex Imperialis, but that is of course up to you. Gambling in a military setting, however, would almost definitely be a matter of military law.
    So.. The short answer is that your Arbitrator should inform the MPs, if he cares at all.
    As for what influence an Arbitrator has, well... That depends on the locale, obviously, and you should feel free to tailor things to your campaign needs. But generally speaking, even a lowly Arbites trooper will have a great deal of clout.
    The Adeptus Arbites are the cops of the Imperium. In many ways they're the overt equivalent of the Inquisition, and at least in theory, nobody is above the Lex Imperialis - meaning nobody is above being arrested by an Arbitrator. In practice their authority does not necessarily extend to things like Space Marines and the class of individuals known as Peers of The Imperium (Rogue Traders, Lord Sectors, The High Lords of Terra, The Assassin Temples, etc.)
  17. Like
    Simsum got a reaction from Gurkhal in Will the old Dark Heresy books work with 2nd Edition?   
    Yeah, except is was much simpler from the perspective of having to create a character and, vastly more importantly, was simple and easy to use for creating your own Roles.
    The Aptitude system isn't just a page-flipping pain in the neck, it's also a nightmare to extend upon.
     
     
    It wasn't redundant information, it was essential information. Each role had its own advance scheme. The least space consuming way to list it was to simply list it. This had the side effect of saving prospective character creators from the aforementioned page-flipping pain.
     
    Talents is a separate discussion really. For example, I was not a fan of Talent trees. They had the same exact issues as Aptitudes have. But unlike you I have zero issues with all characters paying the same for stuff. On the contrary, I have issues with Talent costs being based on "class". It's too constraining and D&D-like for my tastes.
  18. Like
    Simsum got a reaction from Gurkhal in Will the old Dark Heresy books work with 2nd Edition?   
    So would I, but for me to be able to see it as focus rather than constraints, the player has to be able to decide.
    Beyond ease of use, that's what made Roles so great. Creating a balanced custom Role was simplicity itself and could be done as fast as you could write it up.
     
     
    Which is great if that's what you chose. It's not so great if the system chose for you.
     
     
     
    If you think so, you should go back and re-read the Roles system. That was easy to customise. Aptitudes are a convoluted pain.
     
     
    It's not the two tables that are the problem, it's the Aptitudes themselves. To have some degree of control over how they affect you, you have to meta-game character creation. And even then, you don't have full control over how they affect you.
     
    By comparison, the Roles system let you assign X of one XP cost, Y of another XP cost, and Z of a third XP cost. How you assigned them was entirely up to you, and you didn't have to game the system to get a particular skill at a particular cost. You just built the character you wanted, exactly how you wanted it built.
     
    - As already mentioned, I'm in total agreement the Talent Tree system was bollox. Like the Aptitude system it was not something you could easily tinker with or add to. And like the Aptitude system you basically had to game the system to get what you wanted from it.
     
    And that's what I see as the most problematic aspect of both: instead of focusing on the personality of the character, you have to focus on how to unlock the stuff you want for your character. In my eyes that's not conductive to better roleplaying, it's an obstacle to it.
     
    Anyway, I've ranted about this at length several times before, so I'll stop repeating myself now. Sowwies.
  19. Like
    Simsum got a reaction from Gurkhal in Will the old Dark Heresy books work with 2nd Edition?   
    The Roles system from the cancelled beta was much, much better.
  20. Like
    Simsum got a reaction from Korrh in 7th Ed. WH40K   
    I don't really want a Total Warhammer game. Empire building would kind of miss the point for me, and a side effect of the TW empire building, is that most battles aren't challenging/balanced.
    Meanwhile the RTS portion of TW games have always been build around the idea of showing off how pretty the battles look, to the detriment of the player's ability to control them (compare with FX: Supreme Commander if what I just said confuses you).
    I'd much rather have something like Shadow of The Horned Rat or Dark Omen. Or better yet, a true-to-tabletop wargame.
  21. Like
    Simsum reacted to Felenis in Whirlwind of Death + devastating assault + Expert at Violence is it possible?   
    Whirlwind and Devastating Assault don't appear to be compatible.
    It should be more clear, but I believe that whirlwind attacks are all standard attacks.
  22. Like
    Simsum got a reaction from Myrion in Will the old Dark Heresy books work with 2nd Edition?   
    So would I, but for me to be able to see it as focus rather than constraints, the player has to be able to decide.
    Beyond ease of use, that's what made Roles so great. Creating a balanced custom Role was simplicity itself and could be done as fast as you could write it up.
     
     
    Which is great if that's what you chose. It's not so great if the system chose for you.
     
     
     
    If you think so, you should go back and re-read the Roles system. That was easy to customise. Aptitudes are a convoluted pain.
     
     
    It's not the two tables that are the problem, it's the Aptitudes themselves. To have some degree of control over how they affect you, you have to meta-game character creation. And even then, you don't have full control over how they affect you.
     
    By comparison, the Roles system let you assign X of one XP cost, Y of another XP cost, and Z of a third XP cost. How you assigned them was entirely up to you, and you didn't have to game the system to get a particular skill at a particular cost. You just built the character you wanted, exactly how you wanted it built.
     
    - As already mentioned, I'm in total agreement the Talent Tree system was bollox. Like the Aptitude system it was not something you could easily tinker with or add to. And like the Aptitude system you basically had to game the system to get what you wanted from it.
     
    And that's what I see as the most problematic aspect of both: instead of focusing on the personality of the character, you have to focus on how to unlock the stuff you want for your character. In my eyes that's not conductive to better roleplaying, it's an obstacle to it.
     
    Anyway, I've ranted about this at length several times before, so I'll stop repeating myself now. Sowwies.
  23. Like
    Simsum got a reaction from Tiamanti in Will the old Dark Heresy books work with 2nd Edition?   
    The Roles system from the cancelled beta was much, much better.
  24. Like
    Simsum reacted to Crystal Geyser in HELLWHEAT!   
    Through one thing or another, a makeshift agri-world under the control of my heretics suddenly suffered a food shortage. Apparently our oh-so-wise Apostate didn't quite do his research, and the planet's soil is in fact unfit for most crops.
    Then our Heretek had an idea.
     
    Tobias the Tau-Friend*: "When daemons possess people, they grow loads of extra limbs and heads and wings and stuff, right?"
    *Our mutated, pariah tech-priest. Infamous for his adorable anime eyes, gill slits, and his astonishing -01 Fellowship.
    Me (the GM): "Yes."
    Tobias: "Well, if we bound daemons to plants instead of animals, would the same thing happen?"
    Me: "I imagine so, yes."
    Tobias: "So if we get demonically possessed wheat, or something, we essentially have a regenerating, exponentially growing food supply."
    Me: "Yes."
    ...
    Me: "Wait, what?"
     
    HELLWHEAT
     
    “Ch-ch-ch-chia! Ch-ch-ch-Chaos!”
    – Dark Magos Metafice, Sect of the Black Artificers
     
    One of the many madcap creations of the Dark Mechanicum, this consumable was originally intended to serve as a self-replenishing food source for worlds in need of a vast, instantaneous food supply. The process by which Hellwheat is created is a mystery to most, but it involves the carefully controlled binding of a daemon of the warp into a sample of vegetable matter, such as a stalk of fruit or a cane of sugar. Due to the regenerative and mutagenic capabilities of organisms subjected to daemonic possession, the possessed plant can grow without need for any of its usual metabolic or dietary requirements. In addition, just as in a sapient organism the bound daemon manifests a large variety of additional limbs, even tiny samples of Hellwheat can grow and mutate to eventually feed the equivalent of an entire regiment’s worth of soldiers – although by that time, the daemon-crop will in no way resemble the plant it once was, sprouting all manner of eldritch tentacles, feelers, vines and growths. Some daemons that manage to lessen the wards binding them into their vegetative hosts can even generate sharp claws, wickedly burning eyes, and maws of circulating fangs, uprooting themselves and charging across their heretical gardens until exorcised or dismembered by its would-be cultivators.  
     
    Description: Generating Hellwheat is a Ritual, as described in the Dark Heresy Radical’s Handbook and the Black Crusade Core Rulebook. Alternatively, certain organizations or factions associated with heretical technologies, such as the Dark Mechanicus or Traitor Legions, may already be in possession of samples of Hellwheat.
    Requirements: First, the creator must pass a Very hard (-30) Forbidden Lore (Demonology) Test o successfully research this ritual himself given access to certain materials, although this information can be gained in other ways via a Dark pact or the like. To cultivate Hellwheat, the ritual’s creator requires a sample of living, consumable plant matter, such as a food crop. While the ritual can be technically enacted using inedible or toxic plants, the daemonic plant matter produced by such a ritual will be inedible.  
    Conducting the Ritual: The ritual culminates in a 2d10 minute procedure during which the creator must pass both a Challenging (+0) Willpower Test ad a Difficult (-10) Forbidden Lore (Demonology) Test to successfully summon the daemon, using relevant modifiers.
    Effect: A sample of Hellwheat is created. The creator must successfully pass a (+20) Daemonic Mastery test. If failed, the plant spontaneously mutates and takes on the profile of a Ripper Whip, albeit with the From Beyond, Fear 2, Regeneration, and Daemonic Traits. If the test is passed, one square meter of Raw Hellwheat is created (see NPC: Raw Hellwheat). Based on the number of Degrees of Success, the Growth Rate of the Hellwheat is slowed based on the following table:
     
    0-1 Degrees of Success
    The Growth Rate is unaffected.
    2-3 Degrees of Success
    The Growth Rate is halved.
    4+ Degrees of Success
    The Growth Rate is quartered.
     
    If successful, the sample of Hellwheat will grow in surface area, engulfing everything in its path. This rate begins at an additional 4 square meters per day in any direction or shape, but can be slowed by gaining Degrees of Success on the Daemonic Mastery Test.
    Cost: 1d5 Insanity Points, and 2d5+3 Corruption Points are incurred by the creator.
     
    The Hellwheat may be harvested at any time to provide food (see Consumable: Hellwheat Rations). Each square meter of Hellwheat can produce 10 Hellwheat Rations. Harvesting the wheat involves entering into close combat with the wheat, treating each square meter of Hellwheat as a separate enemy (see NPC: Raw Hellwheat). A character may attack a number of Raw Hellwheat equal to his Agility bonus, as long as he is in range of all of them. The square meter of Raw Hellwheat has been harvested once reduced to zero wounds. Excess damage dealt to one Raw Hellwheat carries over into any other random Raw Hellwheat adjacent to that square.
     
    NPC: Raw Hellwheat
    WS
    BS
    S
    T
    Ag
    Int
    Per
    WP
    Fel
    28
    -
    15
    20
    42
    05
    30
    25
    -
    Wounds: 5
    Move: X
    Skills: Concealment
    Talents: Ambidextrous, Dual Strike, Lightning Attack, Rapid Reaction, Two-Weapon Wielder (Melee).
    Traits: Blind, Multiple Arms (Toughness Bonus included in profile), Regeneration, Short Tentacles.
    Short Tentacles: These are melee weapons that may be used to attack one target up to five meters away from the Raw Hellwheat each Round.
    Armor: None
    Weapons: Tentacles (1d5 I, Primitive).
     
    CONSUMABLE: Hellwheat Rations
    Hellwheat is a cutting of demonically possessed, mutated crops, which grants strange, horrific abilities to its consumers. 5 rations of Hellwheat quench a hearty appetite. For every 5 rations of Hellwheat consumed in one sitting, a character gains 1d5 Corruption Points. For every 10 rations of Hellwheat consumed in one sitting, a character gains one random Minor Mutation, which disappears after the demonically possessed plant matter has been fully digested (1d5 hours). For every 20 rations of Hellwheat consumed in one sitting, a character gains one random Major Mutation, which is permanent. No more than 20 rations may be consumed at once. After consuming any amount of Hellwheat in one sitting, a character regains a number of lost wounds equal to the total number of corruption points gained during that incidence. This cannot grant a character a number of wounds in excess of his starting wounds.
    If 100 rations of Hellwheat are consumed over the course of multiple sittings by a character, the daemon of the crop manages to instill part of its own warp-spawned essence in the character’s soul, causing them to become a Daemon Vessel (see the Elite Advances Chapter of the Radical’s Handbook).
  25. Like
    Simsum reacted to Gurkhal in Will the old Dark Heresy books work with 2nd Edition?   
    I don't like maths and I don't like having a master thesis to read before I can play a game. Thus I think that the advancement tables worked like wonders as it was quick and fast to get us ready. With Apitudes there's so much to keep flipping back and forth in the books.
     
    I actually failed to make a character in Only War. Yes,  I failed. I had to tell the GM that I couldn't understand the system and he had to make the character for me. Worked well afterwards, but that character creation was a pain to experience compared to more easy-to-use character creation from other lines. 
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