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cpteveros

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  1. There is one piece of game art featuring an Arbites followed by a servo-skull armed with a sniper rifle. So there's that.
  2. So we've got Dark Pursuits, Forgotten Gods, the GM Screen adventure, and a bunch of adventure outlines for each homeworld. While that is a pretty good start as far as published adventures go, people will eventually run out of FFG material to play with. Meaning, you've got to start making your own. Maybe your group has been doing that this whole time, or maybe you've just used parts of the published adventures. I know my group has been doing the latter - so I decided to sit down and write a short adventure to help our GM get a feel for what DH2 looks like. I am thinking of polishing it a bit, and posting it up here. Anyone else have ones they want to share? I think it would be a great way to see how everyone else plays, and involve the community a bit more.
  3. I should have probably written the original post differently, as I see from the reactions in the thread that it confused the point I was trying to make. I don't have a problem with using tactics or other actions besides move/shoot/run (in fact, people should already be doing this). Where I take issue is with Dodge outright negating an otherwise successful attack roll after it is made. I don't mean to "nerf" Dodge to make it easier to hurt PCs or defeat a "dodge monkey," I've got plenty of tricks up my sleeve to do just that. My intention was to brainstorm a different way for Dodge to work for everyone in a way that doesn't take away from a successful hit. It doesn't make sense in my head that you get hit and then somehow hop out of the way of the successful hit after the fact. If I am trying to dodge someone shooting at me, I am going to dodge whether or not I think that person is going to hit - not wait until I know that the next shot would be successful if I don't jump one meter to the side. Do you see what I mean? Whether or not it is an opposed DoS test or a negative modifier before they make the shot doesn't matter all that much. Dodge just shouldn't take away a successful roll after it is made - regardless of who makes it. EDIT: wow, synonyms for grab are blurred out. I should've seen that one coming, changed to "take"
  4. Not many NPCs are built the way a player might build their character, and I tend to run them the way they are presented in the book - less arguments that way. It just doesn't make sense how someone who totally nails a shot should be entirely negated, simply because a human being somehow hopped out of the way of the (successful) bullet/laser/explosive shell. The reason I find it broken stems from my OW campaign that ended recently, when half the party was Dodging under a 60-80 with Step Aside. Once you get up to a couple thousand XP, It really isn't a difficult level to reach if you have Agility, Finesse, and Defence (which any combat character would logically take). Thus making Warhammer 40k look like the Matrix on steroids. The point I'm making is that there ought to be an alternative way to use Dodge that doesn't mean penalizing players. Giving enemies extra Talents to negate your party's abilities defeats the purpose of taking those abilities, which makes the game less fun for everyone.
  5. But you do hear about Czevek exchanging ingots for script, and its adds some level of setting minutiae that is just...gratifying to the more narrative minded. There are a thousand things from Eisenhorn that would add to a game of Dark Heresy, but I don't consider currency exchange one of them - and this is coming from someone who is likewise narrative-minded.
  6. It comes down to how you want to play the game and what you'd like the focus to be. I would far rather have the point of playing be to work as agents and investigators of an Inquisitor, than to worry about how much I can afford to shoot a Bolt pistol this month. You never see or hear Eisenhorn's Acolytes worrying about expense, why should we? If you have a group that really wants a monetary system, great. I don't think it would work well in mine and I'm glad that isn't the way the game is designed.
  7. No, I will not be advocating for the end to everyone's favorite broken skill (it is, indeed, broken). Instead, I propose a change to how it works. When somebody attempts to attack your character, and before they roll to hit, you declare that you will spend your Reaction to Dodge. You roll under your Dodge skill (Agility + whatever level Dodge you have), and tally up your Degrees of Success. For every DoS you made on your Dodge test, you impose a -5 penalty to their roll to hit. What this does: 1.) Nerfs the overpowered Dodge skill 2.) Correctly represents a character being harder to hit, rather than doing the Matrix to dodge bullets. Because it struck me as odd that somebody who is an incredible shot, aiming, and firing an accurate weapon (so, a +60) can roll an astounding success - and then have that snatched out of their hands by a Dodge roll after the fact. So what do you guys think?
  8. While this is an interesting idea I prefer the grainier approach! If the player assassin spends the time and effort to get to a perfect shooting position and take Aim on the HVT, I wouldn't want to treat that the same as "You flank him you have advantage." (Which is essentially how 5E works!) If the player wants to play the "One shot one kill" guy, that's certainly possible in the character development. Why would you nerf that? Because it is not set up to be a system designed for flavorful choices, but one that rewards bonus hunting. Everyone is going to try to be the "One shot, one kill" guy since the majority of bonuses aren't restricted to class or character type. If your sniper character is up high with a long-las and a target that can't see him, his bonuses would be the same as the Sage in the same position. I would much prefer something similar to Numenera or Dungeon World, where there are fixed actions - but you narrate how they work.
  9. It feels weird to say, but I think they would've had a better system if they had just ported over what was done with the Inquisitor TT game, and just converted everything model-related.
  10. I would be much happier if Dodge functioned as a penalty to hit you, not something you do after the fact. Being harder to hit makes more sense than doing the Matrix or somehow jumping out of the way of a shot that should've connected.
  11. I go only PDF, so this means waiting 6 weeks for the book. Sigh.
  12. There are like six Rogue Trader books all set in the Koronus Expanse, with locations/people/ships described in detail. The reason I like the idea of Askellon is that there is nothing, not even mention of what xenos are out there. I know that the Koronus Expanse is not developed, and there is quite a bit of blank space - but the parts filled in are concrete, meaning something I would feel obligated to work around. It's the same thing with the Calixis Sector - there have been at least a dozen full books of plot hooks and descriptions of the most interesting places/people/things in that sector. Askellon has been criticized for feeling empty, smaller, and less defined. While that may bother others, it feels like an opportunity to me.
  13. Hello everyone, So after playing a bit of DH2 (and doing A LOT of reading in those books) I came upon the idea of running a RT campaign beyond the Trailing side of the Askellon Sector. There isn't anything detailed beyond what is inside the Sector, allowing me to run wild with what may or may not be out there. The Sector is small enough that visiting planets/stations to rest and refuel isn't much of an issue, while full of merchant houses/nobles/criminal syndicates/cults/Rogue Traders to be a viable setting. I have played a bit in the Koronus Expanse and the Calixis Sector. While I like them from a lore standpoint, I feel like they've almost been too fleshed out. There is a lot out there in each, with a ton written about every little location and person of interest. Askellon presents an emptier canvas and more space for creative freedom. Has anyone run anything using Askellon? How did that go?
  14. The problem is with your group's loot mentality, not the mechanics of the game. Influence works for acquiring services, paying bribes, and getting ammunition in a place you're unfamiliar with. It breaks down when you try to use it to loot, steal, and sell everything that isn't bolted down. These are Inquisitorial Acolytes, they've got better things to do than shopping sprees. The armory isn't that extensive in the first place, so I don't know how they could even spend an entire session buying things! "But they are just regular guys!" You might say. "They don't have access to the resources of the Inquisition!" Neither do I, and I'm a regular guy - but you don't see me looting dead bodies to pawn everything they own. That simply isn't normal behavior, both in real life or in WH40k.
  15. The way I read that section of Enemies Within made it seem like it was an Investigation-themed Endeavor from Rogue Trader. Something that the players start/come up with, not necessarily the GM.
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