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fleshbearer

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  1. Aah Black Crusade...I hadn't thought of that as a solution to the issue. I was more worried about the PCs playing chaos space marines and murdering each other in the first five minutes. Charmander and Hehateme, you have solved my problems! Even though there are some things that need tweaking, I think I'll steer us towards BC. As you said, DH (which I've also played a fair bit) works with this system because you are squishy humans and you are at low levels, kind of surprised NOT to explode when shot with a decent gun...translating that to DW was always going to be tricky.
  2. We've been playing Deathwatch since release (a year or so?) and we have come across so many glaring 'broken' abilities/synergies that we are ready to stop playing. Please understand that this is just our experience and my opinion! Yes, we could houserule the hell out of it, but at this point...it seems more broken than working. Someone might say, "It's a roleplaying game, don't break the system". This is not the point. A game system should be able to 'withstand punishment', otherwise it's a poorly designed game. I'm not talking about using obscure rules and supplements and houserules, I'm talking about abilities in the core rulebook that are poorly thought out. Perhaps a larger criticism is that the game itself either needs major work or is otherwise 'broken'. Some of this comes down to powergaming players (please read what I just said!). Problem 1) The core mechanic of Deathwatch is a player is 'defence rich, hitpoint poor'. I'll use an average character: Armour: 10/8, Toughness: 8-10, dodge/parry, possibility of a storm shield (negates 55%!! of attacks); later possibility of iron halo etc, which doesn't even overload. Squadmode ability which lets marines share reactions (forget the name). This means that if a Master level creature (say, a demon prince) is attacking the melee character (let's give him 60+15 from storm shield= 75 WS), he can parry pretty much all the attacks. However, IF the demon prince gets a lucky hit or two in, the character is DEAD. (2d10+25+felling, Pen.6 and adds +4 to crit damage). This means that the character takes 37 average (2d10--> 12, +25), gets 2-4 armour, and 4 toughness (felling, remember) from an average hit point pool of approx. 22. This puts him on critical 3, add 4 for 'killing blow', critical 7 (doesn't *quite* kill you) in one hit. Now, here's the problem I have and others might not. It's *very* hard to balance fights around a system like this, since it's based thematically on the tabletop game- the 'all or nothing approach'. I find players either emerge unscathed or there are horrific casualties. This only gets *worse* at high levels when they get better stats, gear and stuff and fight harder foes. Problem 2) Troubling abilities/items When this game first came out, there was a big problem with heavy bolters- they were OP. However, next to psychic powers...the fact that Librarian's abilities cannot be resisted (seriously...our Librarian rolls at 130+ for his powers without risk of Perils of the Warp) and the sheer damage/utility with no cost, makes them overpowered in the true sense (outshines other party members- don't care if they melt hordes!). The fact that everyone can take a jetpack and storm shield (eg) and render most fights trivial. (You could *arbitrarily* say they can't have them, but I'm talking about the rules, not someone elses' game here.) Hordes are trivial except for specific circumstances. (devastator marine who is a dreadnought can usually do about 70 magnitue per round)
  3. Is that the one during the Ork invasion where they find Necron tombs? if so, awesome- as I was reading it, i thought 'this would make a good DW adventure'.
  4. Seems like the DM didn't play to its strengths... I've been running a game for a group that is now rank 6 including a dreadnought. Their two toughest fights have been against a Keeper of Secrets and a slightly improved Demon Prince (It had a mark of Nurgle, iirc). The fight against the Keeper of Secrets was utterly brutal- the assault marine died and BOTH his arms were cut off, the librarian had his leg cut off and died, the tac marine was mentally dominated [i gave the KoS one psychic power] and shot the techmarine with his lascannon, and the apothecary ran like hell with his brothers' geneseeds...the group survived but they all ended up corrupted...the poor librarian after burning a fate point was still down one leg and earned 27 corruption for his troubles. The Keeper of Secrets was taken down to about half health. I know that's the opposite extreme, but if you're talking *greater demons*, even space marines should be wary of them. At least they killed the demon prince, though the assault marine lost his arm again...and had it eaten by a khorne beserker after it hit him a few times with it.
  5. Of course metal storm can't be used with assault cannons...oops. But yeah, the way you guys have explaiend it makes sense to me now. Also I *do* have a less balls-to-the-wall character for when we're not murdering things in open field battles.
  6. OK admittedly, I was using an extreme example, and yes Nathiel, that's ballpark what I was on about there (although I forgot to mention metal storm rounds), but even without that, say a regular devastator with storm of iron, a heavy bolter and metal storm rounds can melt hordes. Maybe I just misundertand the use of hordes, but they seem almost redundant in a fight, and that can't be the design of the game.
  7. Are hordes supposed to be slaughtered as much as they are in the game I'm in? Even other players are getting a little annoyed at how much I'm doing at the moment. I average around 70-75 magnitude per round (on a reasonably good round) as a rank 5 ex-devastator dreadnought. Also, before anyone says, 'duh dreadnought', it's not a lot less as a terminator since a lot of it's coming from assault cannon.
  8. I'm actually making an Inquisitor for my friend's rank 5 deathwatch team. He's really bad in combat but he is a complete skill monkey. Meaning he pretty much intends to hide in combat, preferably behind the techmarine, but out of combat he can do pretty much everything (seriously...they get all the masteries pretty much). He's not a psyker because it would be broken to do so.
  9. Umbranus said: In my experience a vindicare can outbalance a DW game nearly as much as it does a ascension game. Really? Aside from being hard to hit, what else could be OP?
  10. Also, my main character is a rank 5 devastator, so I don't mind being useless vs. hordes since he usually melts them (like 40+ magnitude per hit).
  11. I was thinking either a psyker (Inquisitor) or an assassin type character. Seems kind of interesting. Our kill team actually has two characters with absurdly good people skills, but stealth is clearly not our strong suit.
  12. My devastator has heroically died one too many times and I qualify for being a Dreadnought. I plan, however, to have a non-Dreadnought 'backup' character for times when he is not needed. It seems interesting for him NOT to be a Space Marine but to be roughly competitive with a space marine (a highly advanced Dark Heresy character, for example). Has anyone got any ideas/dire warnings about a) making a dreadnought, b) making a very high level dark heresy character?
  13. My devastator has heroically died one too many times and I qualify for being a Dreadnought. I plan, however, to have a non-Dreadnought 'backup' character for times when he is not needed. It seems interesting for him NOT to be a Space Marine but to be roughly competitive with a space marine (a highly advanced Dark Heresy character, for example). Has anyone got any ideas/dire warnings about a) making a dreadnought, b) making a very high level dark heresy character?
  14. Why would a space marine even bother to steal a plasma pistol? The guy who suggested it should be smacked upside the head by the squad leader.
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