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  1. It's one of those really subjective things. I find the system cumbersome, unintuitive and extremely slow when it comes to combat.
  2. I would really like a large number of psychic powers to be non-combat powers. On the other hand, with powers such as mind scan, far sight, dowsing and soul sight, there is a big risk of psychic powers making investigative skills completely redundant. I think it is important that a psyker that spends 1000 xp on investigative powers doesn't vastly outperform another investigator that spends 1000 xp on investigative skills. A bit more power to make up for the risk of using psychic powers is fine, however.
  3. I think this is a big problem in many aspects of the game. For me the problem is most pronounced regarding character generation. The text and basic premise of the setting tells the players that their characters have been chosen among billions and are a cut above the rest of humanity. The mechanics of the game produce somewhat unimpressive characters when they are compared to many of the NPCs from chapter 12. This is also true when creating experienced acolytes (using the 2d10+25 option), though not to as big a degree. The shift from +25 to +20 as the basic option for character generation indicates that the low power of the starting characters is on purpose, but it is really confusing when the text of the book contradicts the mechanics. Especially for new players that may not have a firm grasp of the mechanics and could feel cheated when their characters perform much worse than they would expect from the descriptions.
  4. I think that the primary problem with the influence system acting as a currency system is the incentive to constantly go shopping.
  5. There is a pretty big difference in competence between a temple assassin and the average citizen. While the Inquisition may not be able to send temple assassins every time there is a rumor, it should be quite possible to select only agents in the top 0.01% of a planets population and still have more than enough agents to investigate all these rumors. However, my primary point is that it would be really easy to just write something similar to what you wrote if this is also the opinion of the game designers. Just like it would be really easy to remove the somewhat conflicting statements from the book.
  6. This is not necessarily about combat effectiveness. Why would an Inquisitor rutinely recruit amateur spies (or whatever type of acolyte they are looking for), when they can recruit among the best on the planet?
  7. I agree (as stated in my first post). I don't think their intention is to make it clear. It's a matter of interpretation and has never been clear even in the novels. For instance, Ravenor's retinue were not superheroes but they were very resourceful, gritty, and planned well. If they don't want to be clear about the supposed power level, they should at least be clear about their intention to leave this up to interpretation instead of including conflicting statements IMHO.
  8. I, on the other hand, think it would be an advantage if the game had a clear and mechanically supported vision of what the characters are supposed to be like. It is much easier to use ones imagination and change the game if we know what the game is supposed to be like to begin with.
  9. There is a problem with conflicting information. These sentences do not tell the same story about the acolytes: "Players in Dark Heresy take on the role of unique and exceptional individuals plucked from across the galaxy to become Acolytes in the service of an Inquisitor." “Inquisitors do not choose their Acolytes at whim. The player characters in Dark Heresy are a cut above the rest of humanity, and fated for a greater destiny.” “It's not going to be easy. In the earliest stages, you are little better than anyone else of the 41st Millennium. You are merely one of the many scores of Acolytes recruited into the Inquisition. You'll need to use your wits, luck and the skills of your companions to the best of your abilities if you are to survive.” I think the game-designers need to choose which of the above they want to be true, remove the conflicting information, and make sure that the mechanics reflect this decision. The book could also benefit from a little information on who are likely to be selected as acolytes. And, if they choose to go with the “Average Joe” option, a good reason why an Inquisitor with the authority to blow up planets would choose acolytes who are “little better than anyone else of the 41st Millennium” when they can choose anyone they want to. This may be a genre thing, but it still needs some in-game justification.
  10. Go ahead and discuss other issues. I just pointed out an area of the book/setting where I think more clarity is needed and could easily be added to the book.
  11. And that is why I think the book needs to clearly state what kind of characters we are dealing with in a way where fluff and mechanics does not contradict each other.This is also the reason why it would be nice with a guideline for creating both chosen and errand boys. Both interpretations seems to be popular.
  12. A problem could be that the mechanics does not reflect the fluff. A DH1 acolyte was also supposed to be chosen among countless billions and be a cut above the rest of humanity. However, the starting characters in DH1 were mechanically not that impressive when compared to many of the antagonists from the book, such as an enforcer or bounty hunter.
  13. I know that there is some information, but since we keep discussing how powerful an acolyte is supposed to be, I would think that more information is needed
  14. A frequent topic of discussion seems to be how competent a starting level acolyte is supposed to be. I think the book would benefit from a short but unambiguous discussion of this topic, as well as a guide on how to adjust the baseline competence of the starting characters to ones preferred level. Additionally, it would be nice if the character creation mechanics reflected this intended level of competence.
  15. I think bows should be included in the game and should be weak compared to other less primitive ranged weapons. Bows are important on low-tech feral or feudal worlds and for acolytes trying to go undercover on such worlds.
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