Jump to content

LeGurmuX

Members
  • Content Count

    19
  • Joined

  • Last visited

1 Follower

About LeGurmuX

  • Rank
    Member
  • Birthday 07/19/1981

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    http://-
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Tampere, Lansi-Suomi, Finland

Recent Profile Visitors

379 profile views
  1. Hi! this is definitely built on the first edition but it is also here because many players and GM's seem to like it and the forum for 1st ed is rather dead. Also ADH 2.1 is here since it kinda fits into 2nd edition due to its modular nature allowing leaving out those parts that require reverting back to 1st ed.
  2. Hi! The ADH 2.1 introduces reworked Critical Charts and differentiates between piercing, cold, energy, impact, heat, explosive and rending damage types with far more believable and detailed Critical Damage... Mostly those are rather acceptably usable even without using other parts of the ADH, if that seems to be your liking. Though about heat and cold damage one should still refer what is described about them in Rewritten Rules part too.
  3. Hi! It seems that the DarkReign.org has disappeared an therefore I set the zip-file containing files for the Advanced Dark Heresy 2.1 as a public share from my DropBox account. The link in the first post has bee updated and it should be live indefinitely until DropBox dies
  4. Hi! It seems that the DarkReign.org has disappeared an therefore I set the zip-file containing files for the Advanced Dark Heresy 2.1 as a public share from my DropBox account. The link in the first post has bee updated and it should be live indefinitely until DropBox dies
  5. LeGurmuX

    Look Not Upon the Wytch

    If in need for ideas to cryomancy powers, feel free to use the ones I introduced in the 2.1 update for Advanced Dark Heresy as a base... There is also some fluff available as written by me about motivations and ways of interacting through powers. these powers should have some characterictic in them instead of usually presented renamed versions of pyromancy powers. Note: when trying to comprehend the full effects of the ADH versions of cryomancy powers one also needs to see Rewritten rules for Cold Damage and Critical Hit tables for Cold Damage.
  6. Since there are some groups that have liked my previous work, I'd like to announce that I just released small update to Advanced Dark Heresy into version 2.1. This version includes new cryomancy discipline along with some mechanics for cold and environmental heat that weren't there and also a few fixes to errors.
  7. The Advanced Dark Heresy 2.0 system just got update to 2.1 to introduce Cryomancy and some other nice mechanics that weren't there previously.
  8. There seems to be something preventing you from handling the idea between meanings for words Advanced and Simplified. You criticize the system as if it was supposed to be Simplified, but when taking some time to think the word advanced actually quite likely does the very opposite by filling all the caps that were likely left to be always considered again and again by the GM. There is no denying that this system is more upgraded on the base of the DH 1st ed. but since it encompasses all those mechanics that made the DH 2nd ed. game play differ from the DH 1st game play (meaning suffering critical effects even without having wounds reduced to negative, influence, subtlety or renown as I named that, focusing powers as a skill test), it is not totally in the wrong place here either though the system has more unfamiliarity to those who never played DH 1st ed. than to those who did. For those who prefer storytelling play style the rules matter barely at all since the rules are set by the the ability of a GM and players to tell a good story. Though as many have seen it is not the only way and rules often give nice guidelines for the story to be told and even when dealing with the rules there is still a final judgement given into the hands of the GM. These rules however try and by the experiences received from them succeed to make outcomes such that there is far more rarely a need for the GM to adjust the outcomes to make the story nice. All those skills and talents are there to let the player and the GM to figure out what kind of a guy the character is and what motivations and so on he has. Whether the actual game play is done by rules or by other means does not reduce the usefulness of this. The advanced in this system actually means that there are bunch more rules added and the existing ones are made slightly complex as to give all kinds of flavors to the outcomes even when no storytelling style is involved or the play group does not bother to figure that much story to everything. Of course the wide variety in things that can be done or achieved tend to give plenty of seeds for the players and the GM as to how to tell the story and what ideas the characters might employ. Simplicity that I did somewhat advertise merely means that the system is not too hard to learn and master to a degree where it is rather fast to use and serves to give all that flavor. You did criticize a lot about all kinds different qualities for weapons and armour, but still failed to see that those are there to make the armour easily way more than just some amount of damage reduction and weapons have these qualities to make the damage way more than just damage points that are about to reduce your wounds. The exist to give the story right here and now when dice are rolled for a test. And as per the position of GM to accept all kinds of storytelling to determine the outcomes for the player actions, there comes also the power to grant them whatever skill they might need or even all the skills if so seen fit. These represented career simply describe some sort of average or slightly above that people from 40k universe who do lack the skills and abilities to do all kinds of things that may very well cost them their lives when serving the Inquisition or at least force them to do something else but the thing the player himself might have done. But as it is said the rules are not there to enslave but to make telling flavorful story somewhat automatic and way easier than with always thinking everything by yourself. And as per your last sentence, I cannot see why you even bother thinking about something like sexism in this game as it is a game. A game about mankind in a all screw-up future where no one knows nothing, psychic powers do exist, deamons kill people, mutants kill people, xenos kill people, people... oh my they do really kill a lot of people and even for pattier reasons than any of the previous, Inquisition determines fates of the people, some dead guy is the all mighty God of Mankind who holds this thing somewhat above total chaos and so on... If there is lots of sexism added to this, then so what? It is still a game with entertaining setting, but there is no need for anyone to play it, if they wish to play in a world with different setting... Nice ain't it?
  9. LeGurmuX

    Get 2nd ed or tweak 1st ed?

    Hey guys! Since you are wondering about all kinds of issues with the DH 1st ed. and DH 2nd ed, I do suggest that you take a look at this carefully replanned Advanced Dark Heresy 2.0 (2.0 referring to that this a second iteration of this ADH, not that it actually is totally about DH 2nd ed.) The Advanced Dark Heresy features the Dark Hersy mechanics but redesigned in creative ways that also have seen many play test sessions and lots of thinking. There is better description to the features of this system in the discussion I linked below. Link to the publication thread of the Advanced Dark Heresy 2.0
  10. Well the very foundation of this lies on the first edition of Dark Heresy and it has adepted but rethought versions of all those so to say "good parts" (like Focus Power, Influence, Renown aka Sublety, Righteous Fury) from the DH 2nd ed. applied. The system introduces very high amount of different bonuses to here and there to allow far greater variety in possibilities of success. The career paths are somewhat the strongest implication that this version was built on the original Dark Heresy, though I did not chance this when the new edition came as the highly fixed career paths were far more suited to the unforgiving and totalitaristic world of WH 40,000 than the somewhat more free version that was introduced in DH 2nd ed. which was also very short-lived since the characters were rather maxed out at the point where in the first version they were barely past the half way of their career. The modified DH 1st ed. career paths also lack this odd balancing trend that struck the DH 2nd ed. which very much made all them more equal in chances and power. I saw that there is way much more to be played when each career has some very strong characteristics that make it far nicer to see how those strengths need to be brought to use while other characters try to compensate the weaknesses. Many Talents were awful or not so nice with the original system, but I do stand behind the claim that this system makes their existence and wording far more acceptable.
  11. Advanced Dark Heresy 2.0 (with 2.1 update) Link to the Advanced Dark Heresy 2.1 at DropBox Advanced Dark Heresy 2.0 (now with 2.1 update) In Short Dark Heresy is set into an appealing world of grim future. The original mechanics however become unsatisfying very soon as the combat, investigation, items, psychic powers do not answer to those expectations the lore of the Warhammer 40,000 sets around them. This very comprehensive package includes carefully planned and play tested system that allows far more interesting and challenging approach to this game and the characters. Main features in this package are: redesigned combat with all weapons, items and armour converted to this system too; redesigned use of psychic powers and complete lists of all psychic powers converted to these mechanics; rewritten talents, traits and skills to make the character's far more able and interesting; redesigned character sheets that feature far more interesting way to record your character; rewritten scum career; mechanics to character Influence and Renown; completely rewritten critical effects system and other damage models. Also the new version of the Advanced Dark Heresy features far more faster ways to handle all the things without losing any finesse that was introduced in the first version. Main Features in More Detail In the following chapters I will describe the features of the Advanced Dark Heresy 2.1 by introducing the changes that were made to the original system. These changes have received inspirations also from the Second Edition of the Dark Heresy and this package is easily usable with the Dark Heresy second edition. New damage model The core for this whole transformation is the new way of handling how the characters suffer the damage. The basics are still there, roll damage and reduce it by the AP of the armour and by Toughness Bonus then reduce wounds. However modified version of the Unnatural Characteristics has altered already many things. In addition to this each armour has bunch of different qualities that makes them far more than just wearing some AP. This is further enriched with Critical Hit system that allows powerful hits to cause critical damage even though the character still has wounds left. This is further enhanced with rewritten talents that more often modify combat results in interesting ways. The grand finale for the damage model comes from the rewritten and very detailed critical effects tables that allow the full fruition of the new critical damage system. More interesting combat All the combat actions were redesigned to allow far more careful planning and tougher choices for combat. This is further supported by complete list of rewritten weapons that supports all the new possibilities and makes the whole list of weapons far more interesting since there are lots more to think than just damage and penetration. This is of course supported by the damage model and newly made list of armours which together allow very nice sessions with tactical and detailed combat. The most important thing is that the new system that is introduced in ADH 2.0 is very simple to learn and master. Therefore the combat has remained fast and easy to control though few more calculations is necessary to find out these new outcomes. Flavoured talents and skills Skills are given far more smother ways of use where partial successes do exist. Also many talents and traits give far more character to those using them. More interesting items As part of this redesign many of the different items and upgrades were given more functions and more details to make their use more flavoured and rewarding. Nicer way of using psychic powers The psychic powers were originally sometimes even painfully annoying to use due to the high amount of rolling needed. Here most of the new structure and system is based upon the system that was introduced in Rogue Trader, Only War and later in Dark Heresy second edition. These systems had some little thing that left room for small adjustments and of course the new damage model had some effect on these too. Every power from the original Dark Heresy and some additional ones that were introduces later are written into this new system that simplifies the use into a very fast and fun to use version. That basis is now in the idea where every power has its psy rating requirement and the psyker commits the chosen amount from his own psy rating to focus the power. Basically there are first some calculations to see the total modifier and then the focus power test is made as a simple invocation test that reveals the amount of overbleed and such by degrees of success. As an additional flavour a large collection of sorcery arcana was rewritten to this system too and the psyker characters have dark path always available. Also now with 2.1 update the very unique version of Cryomancy discipline is introduced. Influence and Renown Since the player characters are in a service of the inquisition and tend to do deeds that earns them surely some influence over time there is now a simple interpretation of this added. Influence grows at very slow pace but eventually the characters are able to leave some simple requests to be dealt with Influence test. Also as the deeds the characters often do are quite likely spread all over the galaxy when given some time and this system of character renown also introduced. This allows characters to lean on their reputation or makes the infiltration more interesting when even random people start to recognise the acolytes. Redesigned character sheets Original character sheet were quite terrible and especially characters who manage to survive or start at higher levels were nuisance to their player as there was quite small amount of space for anything. Also recording a career path seemed quite hard, not to mention those characters who like to hoard all kinds of stuff. Newly designed character sheets allow enough room for all kinds of characters and offer space to record all those special features that are introduced in this Advanced Dark Heresy 2.0 system (now with update to 2.1). Every character sheet has a common part that allows recording everything except the character's career. Then there is an add-on sheet for each basic career that features nice way of recording experience by checking boxes along the characters career tree. Also these feature all the modifications that were later made available to the basic careers. Redesigned Scum career Scum was originally left without his criminal side unless the player decided to do some occasional criminal acts. Now the career of a scum is filled with nice flavoured and detailed criminal activity that will quite likely get him and his friends into very difficult situations and maybe even sentenced to face prison or death when they are found. Some minor but remarkable changes To smaller mechanics needed also rewriting to make them fit this system or to make them more like they probably should have been in the first place. Fatigue has received new rules, as have Righteous Fury, Fate, Burning. Also as a major chance that is more connected to the new damage model are the ways and times for healing. Also with 2.1 update there are now special damage models for cold based damge and heat caused minor damage from environments and such. Faith Talents These were introduced to Dark Heresy system in the Blood of the Martyrs sourcebook. This package includes revised versions of these. Ascension The original Ascension was rather disappointment to all and those ranks had nothing to give to those characters who reached them. With rewritten talents, skills and skill masteries not mention the Influence and Renown system any ascended career is really worth achieving. Of course this package also features revised editions of the Ascended psychic powers too. Basis As it seems to be an easy mistake to make, I'd like to point out that despite the version number being 2.1, this system is not based on Dark Heresy 2nd edition. Instead this system in whole is purely build from base of 1st edition and the previous version of it was made available even before the 2nd edition ever came out. Since there were not so many appealing changes made in the Dark Heresy 2nd edition I never chose to chance the base from 1st to 2nd edition, but instead adapted many fine things from 2nd edition with appropriate changes to this 1st edition -based system. Thus this makes Advanced Dark Heresy a some sort of a hybrid between 1st and 2nd editions, but it is definitely mostly like 1st edition. Finally This new system may seem to be quite large, but mostly this comes from the collected weapons, armour and item lists that were introduced to original Dark Heresy in various books. This system took me about a year to write, but there was this first edition made during that time also. Both these systems were carefully thought through and playtested along some 50 games with characters who lived and lived on from an adventure to another. Now that this work is done is want to share this revised edition that addresses all those things that were left problematic in the original Dark Heresy, Dark Heresy second edition and even in the first edition of this Advanced Dark Heresy. Hopefully this allows you all to play some far more interesting and advanced games. Yours Sincerely Kari Salonen (aka LeGurmux) EDIT: Updated to version 2.1 to include some more significant changes. This includes Cryomancy discipline with unique appearance and use. Also included are rules for cold damage and lesser heat damage from environments and such. Smaller additions include some items and weapons together with ready to use character sheet add-on pages for many of the alternate ranks. No less important are error fixes for some earlier stuff the gravest of which was totally missing the table for the effects of Fugitive statuses.
  12. Advanced Dark Heresy 2.0 (with 2.1 update) Link to the Advanced Dark Heresy 2.1 at DropBox Advanced Dark Heresy 2.0 (now with 2.1 update) In Short Dark Heresy is set into an appealing world of grim future. The original mechanics however become unsatisfying very soon as the combat, investigation, items, psychic powers do not answer to those expectations the lore of the Warhammer 40,000 sets around them. This very comprehensive package includes carefully planned and play tested system that allows far more interesting and challenging approach to this game and the characters. Main features in this package are: redesigned combat with all weapons, items and armour converted to this system too; redesigned use of psychic powers and complete lists of all psychic powers converted to these mechanics; rewritten talents, traits and skills to make the character's far more able and interesting; redesigned character sheets that feature far more interesting way to record your character; rewritten scum career; mechanics to character Influence and Renown; completely rewritten critical effects system and other damage models. Also the new version of the Advanced Dark Heresy features far more faster ways to handle all the things without losing any finesse that was introduced in the first version. Main Features in More Detail In the following chapters I will describe the features of the Advanced Dark Heresy 2.1 by introducing the changes that were made to the original system. These changes have received inspirations also from the Second Edition of the Dark Heresy and this package is easily usable with the Dark Heresy second edition. New damage model The core for this whole transformation is the new way of handling how the characters suffer the damage. The basics are still there, roll damage and reduce it by the AP of the armour and by Toughness Bonus then reduce wounds. However modified version of the Unnatural Characteristics has altered already many things. In addition to this each armour has bunch of different qualities that makes them far more than just wearing some AP. This is further enriched with Critical Hit system that allows powerful hits to cause critical damage even though the character still has wounds left. This is further enhanced with rewritten talents that more often modify combat results in interesting ways. The grand finale for the damage model comes from the rewritten and very detailed critical effects tables that allow the full fruition of the new critical damage system. More interesting combat All the combat actions were redesigned to allow far more careful planning and tougher choices for combat. This is further supported by complete list of rewritten weapons that supports all the new possibilities and makes the whole list of weapons far more interesting since there are lots more to think than just damage and penetration. This is of course supported by the damage model and newly made list of armours which together allow very nice sessions with tactical and detailed combat. The most important thing is that the new system that is introduced in ADH 2.0 is very simple to learn and master. Therefore the combat has remained fast and easy to control though few more calculations is necessary to find out these new outcomes. Flavoured talents and skills Skills are given far more smother ways of use where partial successes do exist. Also many talents and traits give far more character to those using them. More interesting items As part of this redesign many of the different items and upgrades were given more functions and more details to make their use more flavoured and rewarding. Nicer way of using psychic powers The psychic powers were originally sometimes even painfully annoying to use due to the high amount of rolling needed. Here most of the new structure and system is based upon the system that was introduced in Rogue Trader, Only War and later in Dark Heresy second edition. These systems had some little thing that left room for small adjustments and of course the new damage model had some effect on these too. Every power from the original Dark Heresy and some additional ones that were introduces later are written into this new system that simplifies the use into a very fast and fun to use version. That basis is now in the idea where every power has its psy rating requirement and the psyker commits the chosen amount from his own psy rating to focus the power. Basically there are first some calculations to see the total modifier and then the focus power test is made as a simple invocation test that reveals the amount of overbleed and such by degrees of success. As an additional flavour a large collection of sorcery arcana was rewritten to this system too and the psyker characters have dark path always available. Also now with 2.1 update the very unique version of Cryomancy discipline is introduced. Influence and Renown Since the player characters are in a service of the inquisition and tend to do deeds that earns them surely some influence over time there is now a simple interpretation of this added. Influence grows at very slow pace but eventually the characters are able to leave some simple requests to be dealt with Influence test. Also as the deeds the characters often do are quite likely spread all over the galaxy when given some time and this system of character renown also introduced. This allows characters to lean on their reputation or makes the infiltration more interesting when even random people start to recognise the acolytes. Redesigned character sheets Original character sheet were quite terrible and especially characters who manage to survive or start at higher levels were nuisance to their player as there was quite small amount of space for anything. Also recording a career path seemed quite hard, not to mention those characters who like to hoard all kinds of stuff. Newly designed character sheets allow enough room for all kinds of characters and offer space to record all those special features that are introduced in this Advanced Dark Heresy 2.0 system (now with update to 2.1). Every character sheet has a common part that allows recording everything except the character's career. Then there is an add-on sheet for each basic career that features nice way of recording experience by checking boxes along the characters career tree. Also these feature all the modifications that were later made available to the basic careers. Redesigned Scum career Scum was originally left without his criminal side unless the player decided to do some occasional criminal acts. Now the career of a scum is filled with nice flavoured and detailed criminal activity that will quite likely get him and his friends into very difficult situations and maybe even sentenced to face prison or death when they are found. Some minor but remarkable changes To smaller mechanics needed also rewriting to make them fit this system or to make them more like they probably should have been in the first place. Fatigue has received new rules, as have Righteous Fury, Fate, Burning. Also as a major chance that is more connected to the new damage model are the ways and times for healing. Also with 2.1 update there are now special damage models for cold based damge and heat caused minor damage from environments and such. Faith Talents These were introduced to Dark Heresy system in the Blood of the Martyrs sourcebook. This package includes revised versions of these. Ascension The original Ascension was rather disappointment to all and those ranks had nothing to give to those characters who reached them. With rewritten talents, skills and skill masteries not mention the Influence and Renown system any ascended career is really worth achieving. Of course this package also features revised editions of the Ascended psychic powers too. Basis As it seems to be an easy mistake to make, I'd like to point out that despite the version number being 2.1, this system is not based on Dark Heresy 2nd edition. Instead this system in whole is purely build from base of 1st edition and the previous version of it was made available even before the 2nd edition ever came out. Since there were not so many appealing changes made in the Dark Heresy 2nd edition I never chose to chance the base from 1st to 2nd edition, but instead adapted many fine things from 2nd edition with appropriate changes to this 1st edition -based system. Thus this makes Advanced Dark Heresy a some sort of a hybrid between 1st and 2nd editions, but it is definitely mostly like 1st edition. Finally This new system may seem to be quite large, but mostly this comes from the collected weapons, armour and item lists that were introduced to original Dark Heresy in various books. This system took me about a year to write, but there was this first edition made during that time also. Both these systems were carefully thought through and playtested along some 50 games with characters who lived and lived on from an adventure to another. Now that this work is done is want to share this revised edition that addresses all those things that were left problematic in the original Dark Heresy, Dark Heresy second edition and even in the first edition of this Advanced Dark Heresy. Hopefully this allows you all to play some far more interesting and advanced games. Yours Sincerely Kari Salonen (aka LeGurmux) EDIT: Updated to version 2.1 to include some more significant changes. This includes Cryomancy discipline with unique appearance and use. Also included are rules for cold damage and lesser heat damage from environments and such. Smaller additions include some items and weapons together with ready to use character sheet add-on pages for many of the alternate ranks. No less important are error fixes for some earlier stuff the gravest of which was totally missing the table for the effects of Fugitive statuses.
  13. Dodging and Parrying are not quite likely an issue at any given battle as all the opponents will receive +10 to their WS for rolls made to attack for each attacker so any outnumbered agile character is quite likely to fail their Dodge and Parry rolls as they are made as Opposed Tests against the degrees of success scored with the Attack not like the original that was a plain roll against your Skill. This is even furhter made sure by ruling that Dodge fails even when the attacker and dodger score equal number of DoS and that Parry succeeds only partially with draw in DoS. This makes Dodging quite simple and does not add any additional rolls into the battle, but instead it merely resolves in more sensible way. The "unlimited" amount of Dodging and Parrying is also not unnatural as the characters actions happen in a rather whirlwind-like situation making it quite likely that there are chances to avoid any attacks though chances decrease quite steeply when more than one attacker is present or one attacker makes multiple attacks.
  14. Character Sheet ready! Finished my latest addition, the character sheet, that has spaces for all the new stuff and old stuff is also far better presented. The link is added to the initial post.
×