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Durandal7

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  1. Like
    Durandal7 got a reaction from pearldrum1 in The Errata and Character sheet   
    I find it particularly galling since they do semi-public beta's for things but still miss stuff that's flagged.
     
    Two character sheets would indeed be helpful considering all the stuff that humans don't have.
     
    I just find it aggravating that they can make these fantastic looking books, but a year after release they're actually quite difficult to use because they didn't proof read properly and I can only assume their in-house testers are...well shall we say lacking.
     
    Hell, I'll volunteer to proof read their WH40K stuff for free just to save trouble later on down the line.
  2. Like
    Durandal7 got a reaction from Fgdsfg in The Errata and Character sheet   
    I find it particularly galling since they do semi-public beta's for things but still miss stuff that's flagged.
     
    Two character sheets would indeed be helpful considering all the stuff that humans don't have.
     
    I just find it aggravating that they can make these fantastic looking books, but a year after release they're actually quite difficult to use because they didn't proof read properly and I can only assume their in-house testers are...well shall we say lacking.
     
    Hell, I'll volunteer to proof read their WH40K stuff for free just to save trouble later on down the line.
  3. Like
    Durandal7 got a reaction from Tenebrae in The Errata and Character sheet   
    I find it particularly galling since they do semi-public beta's for things but still miss stuff that's flagged.
     
    Two character sheets would indeed be helpful considering all the stuff that humans don't have.
     
    I just find it aggravating that they can make these fantastic looking books, but a year after release they're actually quite difficult to use because they didn't proof read properly and I can only assume their in-house testers are...well shall we say lacking.
     
    Hell, I'll volunteer to proof read their WH40K stuff for free just to save trouble later on down the line.
  4. Like
    Durandal7 got a reaction from pearldrum1 in 4e Style Power Cards for Solo/Squad Mode (more coming soon!)   
    Oh uh hey guys!
     
    Yeah I'm still about! My support kinda dropped away as my group decided they weren't terribly interested (or good) at playing Spess Mahrins. But that's ok!
     
    It's great to see people are still making use of what I made and given that Lord Master Igneus so kindly pm'd me to ask me to do a bit more, I shall
     
    I hope to have Honour the Chapter done by weeks end. No promises, but that's what I'll aim for.
  5. Like
    Durandal7 reacted to mark63 in 4e Style Power Cards for Solo/Squad Mode (more coming soon!)   
    Hy - this is the best Support i have ever seen!!!!!!!!!!
     
    Thanks a lot!!!!!!!
     
    But - please - can you alsow make Cards for the new Modes from Rites of Battle and First Founding - Please :-)
     
    Thanks
     
    Greetings from Germany
    Mark
  6. Like
    Durandal7 reacted to pearldrum1 in 4e Style Power Cards for Solo/Squad Mode (more coming soon!)   
    It would be awesome, but this post is 2 years past. I wonder if the original poster even browses this website anymore.
  7. Like
    Durandal7 reacted to Lord Master Igneus in 4e Style Power Cards for Solo/Squad Mode (more coming soon!)   
    I checked and hes posted recently, I might PM him the information from the rulebook regarding the other powers.
     
    Also nice to know theres a fellow Pearl Drumset owner on here!
  8. Like
    Durandal7 got a reaction from pearldrum1 in 4e Style Power Cards for Solo/Squad Mode (more coming soon!)   
    Nice.
    Since I've gotten the solo/squad and psyker abilities/powers done. I'm rather thinking of doing all the Requisition Assets from RoB.
     
    That is, if people want me to
  9. Like
    Durandal7 got a reaction from Snowman0147 in Can someone please explain the appeal of aptitudes to me   
    It is in my experience. Now if you take into account that whilst not every group will have powergamers it's not unreasonable to say that every system will have powergamers (regardless of the effectiveness of such a strategy).
  10. Like
    Durandal7 reacted to seanpp in Are needle weapons strong enough ?   
    Back on the subject of Needle Weapons and their possible toxins.  
     
    DH1's Game Master's Kit came with a booklet that contains the adventure "Maggots in the Meat".  In the back of that booklet is an appendix entitled "Rules for Poisons & Toxins", which I find quite adequate to the task.  It also contains a list of "Infamous Poisons of The Calixis Sector".
     
    It's only two pages but I think it gets the job done.
  11. Like
    Durandal7 got a reaction from Bayushi Koba in Update #4 is live...   
    Agreed! Very much agreed!
     
    Something I had also noticed was edge cases tend to be substituted for everyday occurrences mechanically. An unhelpful presumption as it (amongst other things) always presumes a power-gaming player and/or an incompetent GM.
  12. Like
    Durandal7 got a reaction from DJSunhammer in Update #4 is live...   
    Never mind that that Master of the Art of Dodge is likely incapable of hurting you very much (based on xp expenditure). I'm more worried about the balanced characters who can shoot, stab AND dodge with reasonable competence all-round. Not just the olympic gymnasts.
  13. Like
    Durandal7 got a reaction from GauntZero in Update #4 is live...   
    Agreed! Very much agreed!
     
    Something I had also noticed was edge cases tend to be substituted for everyday occurrences mechanically. An unhelpful presumption as it (amongst other things) always presumes a power-gaming player and/or an incompetent GM.
  14. Like
    Durandal7 reacted to Radwraith in Update #4 is live...   
    WOW! I go offline for a couple of days and the thread becomes a brawl!
     
    Couple of comments: Opposed evading did not occur in a vaccuum! (As one poster suggested) It came about as one of the largest complaints from the beta1's crowd that they wanted the b1 dodge (Along with everything else b1  )back and seconded by a lot of players from the b2 side agreeing that the original DH1-OW dodge was too powerful. Turns out, a lot of dh1 players were houseruling the system this way anyway! When FFG comes out with an update they reasonably thought we all  agreed on, suddenly there are some VERY LOUD naysayers!
     
    Here's some truths that I perceive: 
     
    Given average rolls on attack and defense, opposed evasion does not necessarily favor the attacker or the defender.
     
    Given Extreme rolls binary evasion VERY unfairly favors the defender!
     
    The Base mechanic of the system (Opposed rolls) makes more sense with an opposed attack/defense and is more in keeping with the rest of the system than the binary dodge.
     
    Any character playing an assassin will be seeking every opportunity to surprise an opponent thus denying them ANY sort of evasion! Since this is the only situation where I have seen as many as six degrees of success, and no defense would be allowed anyway, We must more likely consider the average roll than the extremis. Given an average roll on both sides the opposed defense system, to me at least, to make more sense. Unlike Gaunt, I don't grant my players reactions when they are surprised! Any more than I would grant the "Master level" enemy said defense if our heroic assassin managed to get the drop on him! That's what fate points are for!
     
    Gaunt and I have sparred many times on thes forums. The fact that we agree here is something I take as a definite sign of 'progress' in the system.
  15. Like
    Durandal7 reacted to AtoMaki in Proposed ranged weapon changes: because diversity is fun!   
    Hi!
     
    From my gaming club now I bring you some pretty sweet homebrew rules concerning ranged weapons and ranged weapon upgrades. I'm not exactly sure if they fit into the design philosophy of the 2.0 Beta (backward compatibility issues) but hey, sharing is caring so here they are:
     
    First and foremost, the goal of these changes is to shake up the rather dull ranged weapon stats. We love diversity but in the current system it is very hard to represent different "shades" of the same weapon (for example a slightly more accurate autogun). This is unacceptable in the Great Galaxy of Guns.
     
    So we removed Long and Extreme range completely,  the fixed +10 BS bonus for aiming 
    and reworked Single/Burst/Auto Fire so they have no BS modifiers. We also added four (+1) new weapon stats: Range Increment, Accuracy, Aiming Accuracy (+Scatter Accuracy for Blast weapons) and Handling. 
     
    Range Increment replaces the Long and Extreme ranges. It is a multiplier that determines the maximum range of the weapon. For example a weapon with a Range Increment of x4 can fire to four times its listed Range at maximum. The character receives a penalty to his BS test from range according to what Range Increment he has to use: for each Range Increment used above the first he receives a -10 penalty to the BS test (so firing at Range Increment x2 will have a -10 penalty, Range Increment x3 will have a -20 penalty and so on). 
    With Range Increment the rules can represent weapons that have long normal Range but relatively short maximal Range or vica versa. Or weapons that overall suck with range (Meltaguns for example). 
     
    Accuracy is a flat BS bonus or penalty provided by the weapon. A weapon doesn't necessary have an Accuracy modifier but if it has then it is always "active". 
     
    Aiming Accuracy is the BS bonus you receive with the Aim action. This is pretty straightforward: you use Aim once, you get the Aiming Accuracy of the weapon as a BS bonus instead of the flat +10. You Aim twice, you get twice the Aiming Accuracy. 
     
    Scatter Accuracy is the "How much meters it will scatter if I fail the BS test?" thing, now represented in a section where it belongs. Blast weapons only.
     
    Handling represents the recoil of the weapon. It is a series of penalties (for example: -1 / -2 / -3 / -4 / -5) that are used when the character uses Burst or Auto Fire. When firing Burst/Auto the character takes a number of penalties from Handling equal to the bullets fired. From the lowest penalty to the highest of course. For example a character who fires a 3-round Burst will take a BS penalty equal to the sum of the first three Handling modifiers (with the example Handling modifiers above, the character will take a (-1)+(-2)+(-3)=-6 penalty). 
    In some cases, one or more Handling modifiers have "ranges" so they have a multiplier in front of them. This means that the Handling modifier is in fact there multiple times, for example a Handling of -1 / 3x-2 / -3 is in fact a Handling of -1 / -2 / -2 / -2 / -3. 
    If there are more bullets than Handling modifiers then the last modifier is applied repeatedly.  
    Note that Handling doesn't affect Single Fire and Single Fire only weapons always have a Handling of 0.
     
    And now some example weapon stats (focusing on the changes, the missing parts are unchanged):
    LOL, forum engine vs AtoMaki 1-0. See the attached document because the table doesn't work. 
    The multiplier in the Range section is the Range Increment. The first value in the Accuracy section is the normal Accuracy, the second value is the Aiming Accuracy. 
     
    As you can see, there are plenty of room for modifications to represent different versions of the same gun. The M36 lasgun maybe has better Aiming Accuracy but its first handling modifier is a plain 0 instead of 2x0 - on the other hand the Triplex has less Range but one point higher Range Increment. This allows the players to have a gun for their personal playstyle instead of using cookie-cutter weapons. 
     
    And with that, we reached the bestest part: weapon modifications. because if you can't have your Dream Gun then you sill have the option to turn an average gun into it with carefully applied weapon mods. With the wider range of weapon stats we can have a much wider range of weapon mods and certain mods can finally affect things they should (I'm looking at you red-dot laser sight). For example:
    - Weapon sights improve Aiming Accuracy (like reflex Sight improves Aiming Accuracy by 6)
    - Underslug grips improve Handling (like Vertical Grip decreases the first handling modifier by 1)
    - Long barrel improves Range Increment (by +1, turning a x3 to x4 for example) 
    - Muzzle brake slightly improves both Accuracy and Handling
    It is like a Gun-Nut's wet dream. One of our players made a Christmas tree sniper rifle that had some +242 BS modifier (note that a very high BS bonus makes sense for weapons with very high Range Increment - like the sniper rifle). It was absolutely crazy. But it was also absolutely awesome and the player treasured his weapon much better than usual because it was his very own, unique, custom-made sniper rifle. 
     
    We only encountered one problem: these changes demand some calculations that could be quite time-consuming. It isn't a big issue if the players and the GM are prepared (so they pre-calculate the bonuses/penalties) but sometimes, it can be a little bit burdensome. 
     
    So that's all. Hope you will like it. I would love to see something like this in the final product: a true Galaxy of Guns and players putting holes into heretics/daemons/xenos with their personalized, one-of-a-kind weapons.
    Proposed Weapons (Stats).doc
  16. Like
    Durandal7 got a reaction from Balenorn in Update #4 is live...   
    Never mind that that Master of the Art of Dodge is likely incapable of hurting you very much (based on xp expenditure). I'm more worried about the balanced characters who can shoot, stab AND dodge with reasonable competence all-round. Not just the olympic gymnasts.
  17. Like
    Durandal7 got a reaction from Soloman in Update #4 is live...   
    Never mind that that Master of the Art of Dodge is likely incapable of hurting you very much (based on xp expenditure). I'm more worried about the balanced characters who can shoot, stab AND dodge with reasonable competence all-round. Not just the olympic gymnasts.
  18. Like
    Durandal7 got a reaction from Soloman in Feedback on update #4   
    Same! On both counts
     
     
    Good stuff I saw the acronym and immediately thought 'hang on a minute...only the British Army says stuff like that'.
    And lo. I was right
     
    Jolly good. Carry on.
  19. Like
    Durandal7 reacted to GauntZero in Adamantium faith   
    I think this talent really needs a prerequisite in the shape of Nerves of steel, Insanely faithful or similar.
     
    Otherwise it is too easy to ignore fear and pinning from early on.
  20. Like
    Durandal7 got a reaction from Tenebrae in Can someone please explain the appeal of aptitudes to me   
    It is in my experience. Now if you take into account that whilst not every group will have powergamers it's not unreasonable to say that every system will have powergamers (regardless of the effectiveness of such a strategy).
  21. Like
    Durandal7 got a reaction from Tenebrae in Does the game need a Ready action? (Based on Playtesting)   
    Bloody is in mine.
     
    Paws off my Paranoia FFG!
  22. Like
    Durandal7 got a reaction from GauntZero in When do Ag caps make sense ?   
    The current caps are...ridiculous.
     
    First problem is they are just AG bonus oriented so only relevant for DoS/F. More sensibly to make them flat AG score so as to actually be a more meaningful limit.
     
    Second problem is what the limits actually are...Holy crapsticks a max agility of 50 for wearing FULL Guard Flak? Given that ~30 is human average and the average in-setting human is the most likely to be wearing such armour (and thus be encumbered by it) would it not make sense to have a penalty that would affect them? Guard flak is...very powerful as it is. Sure not against your high end stuff, but what is. But against the majority of mundane foes, guard flak will do just fine. This needs lowered to probably around the 35ish mark I'd say. Designed to allow maximum flexibility to the regular average joe, of which the Imperium has billions. Not necessarily ideal for elite Inquisitorial Agents.
     
    The carapace values are simply a joke. Watch me cartwheel utterly unimpeded in Storm Trooper carapace! Weeee!
     
    Honestly, I'd not suggest any Max Ag over 45ish (what with dodge being a skill to +30 and all). Anything beyond that's not really worth having. Sure it might be worth putting in just for those munchkins who enjoy..well..being munchkins (since it appears GM's here are incapable to saying No) but the current values whilst a good start, fall short of being actually useful.
  23. Like
    Durandal7 got a reaction from Brother Orpheo in Does the game need a Ready action? (Based on Playtesting)   
    Bloody is in mine.
     
    Paws off my Paranoia FFG!
  24. Like
    Durandal7 reacted to TK Ghost in Two-weapon Wielder   
    Blade Dancer: silly numpty who has very sore feet.
    Gunslinger: silly numpty who put a gun in a sling and launched it at an enemy...enemy catches gun and shoots the twit.
    Sidearm: limb attached to the side of torso.
     

  25. Like
    Durandal7 reacted to Soloman in Feedback on update #4   
    The basic range of most military/ police flashbangs currently used is 5m at 170/180 decibels And it will still be loud enough to damage hearing and disorientate at 9m. Of course this effect is amplified in a built up area such as FISH. Hope that helps. (And yes, speaking from personal experience.). 
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