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Asymptomatic got a reaction from TheWorldSmith in Excel Dark Heresy Second Edition Character Sheet
Hello everyone and happy holidays. Unfortunately a few hiccups came up when scaling up my experimental keyboard changes to the full prototype. I wanted a new build this week, but it may be a few days more before I have the new changes ironed out.
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Asymptomatic got a reaction from BostonTwotone in Excel Dark Heresy Second Edition Character Sheet
Hello everyone and happy holidays. Unfortunately a few hiccups came up when scaling up my experimental keyboard changes to the full prototype. I wanted a new build this week, but it may be a few days more before I have the new changes ironed out.
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Asymptomatic got a reaction from TheWorldSmith in Excel Dark Heresy Second Edition Character Sheet
Hello everyone, I wanted to go over the results of the poll. The most popular responses are as follows:
These priorities align neatly with my goals, though gameplay tools are among the last things I can work on. Having all of the gameplay elements in place first is a requirement. I am working to clean up Home World entry and make the parts recyclable. For example, the process for choosing Home World Aptitudes can be reused for Background Skill selection. I hope to have some visible progress, and a more in-depth post, next week.
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Asymptomatic reacted to Morangias in "Skin-Armour" and the dislike for it?
The notion of "skin armor" is a consequence of people treating an attack roll and a damage roll as two sequential but separate events in the game's narrative, rather than a single event with a two-step system for determining the outcome.
Nobody's actually deflecting bolts with their oiled pecs - if the shot hits but does minimal/no damage, it wasn't a clear hit, no matter what the attack roll tells you.
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Asymptomatic got a reaction from RMcD in Excel Dark Heresy Second Edition Character Sheet
As a status update, I have not made as much progress as I would have liked during the past week. I did manage to squeeze in some under-the-hood improvements, but adding new Bonus effects are still in-progress. In general, I use lulls at work to work on this new app, but the last week had fewer opportunities. I would like to finish my current train of thought before putting a new build, but I will put out a new build tomorrow regardless as long as there are no fatal errors.
ADDENDUM: Of which there are. I do need to implement adding new Bonuses on the fly before I can post a new build, as the app will not display user-made content otherwise.
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Asymptomatic got a reaction from TheWorldSmith in Excel Dark Heresy Second Edition Character Sheet
As a status update, I have not made as much progress as I would have liked during the past week. I did manage to squeeze in some under-the-hood improvements, but adding new Bonus effects are still in-progress. In general, I use lulls at work to work on this new app, but the last week had fewer opportunities. I would like to finish my current train of thought before putting a new build, but I will put out a new build tomorrow regardless as long as there are no fatal errors.
ADDENDUM: Of which there are. I do need to implement adding new Bonuses on the fly before I can post a new build, as the app will not display user-made content otherwise.
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Asymptomatic reacted to RMcD in Excel Dark Heresy Second Edition Character Sheet
Since the game is being no longer supported I don't see much reason not to include the book source either. It's not like they're going to release their own HTML based consolidated DH app.
Your Home World solution makes sense too, I was just thinking that there may be an overabundance of choice, 35 worlds (of which generic there are 15). If the dropdown menu or whatever solution you have is able to present it all easily ala:
https://docs.google.com/spreadsheets/d/1-SeiatwZl05792p4re7ofNUQH9u9Bnh3t5Xa27xtQ_4/edit#gid=0
Then it isn't an issue.
Are you intending to a host a most recent version available to test anywhere? Obviously you've just started but prior to completion?
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Asymptomatic got a reaction from SCKoNi in Chainblade Combat Attachment
Just wanted to pop in. The "Chain Attachment" is available for any Basic weapon as listed in Only War: Hammer of the Emperor. It acts with the profile of a Chain Knife, or 1d10+1 R, Pen 2, Tearing.
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Asymptomatic reacted to Gregor Eisenhorn in Keeping the Community Together
Apologies for the cross-posting. I'm posting this message on the General Discussion page of each of the 40kRPG lines to hit as large a target audience as possible and give our games the best chance possible at survival into the future.
So we've all had some time to digest the fact that FFG and Games Workshop are parting ways which means an end to our beloved games for the foreseeable future (there's been no news yet as to whether anyone will pick up the license).
Still, all is not lost. Niche games like ours usually tend to last for a very long time after they cease to be in print and the universe is popular enough that with resources like roll20 to facilitate games, we'll be able to keep these games going and attract new members for as long as we are interested in playing. Unfortunately however, these forums themselves will eventually be archived but several of us have already begun moving ourselves and our content to two new places, to keep things going. These are:
1. The 40kRPG subreddit. This is a good place to keep discussing all things 40kRPG related as well as be our face on reddit and perhaps be a platform to help recruit new players.
2. Roll for Heresy. This website is serving as the main replacement to these forums as well as the replacement to Dark Reign. We already have a lot of homebrew, fan-made content that's worth checking out and we'd love to have more. If you haven't already, we'd love for you to sign up and start posting there so we can keep the community going after this place closes down. There's a lot of good fan made content here on the FFG forums and it would be a shame to lose it, so if you have anything that you've posted here, please feel free to port it over to Roll for Heresy before popping in and saying hi!
The future may be bleak for official content as things currently stand, but things are looking bright for fan made content as there's a good amount of us willing to keep these games alive. Come join us!
All the best,
Gregor
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Asymptomatic got a reaction from Gridash in Excel Dark Heresy Second Edition Character Sheet
So, it has been over a year since I last checked in, and you guys deserve some answers. I will try to be brief:
What happened?/Where did you go?
Ultimately, life happened. As a result of compounded "issues", I opted out of a lot of things.
What will happen to/Will you continue working on the Character Sheet?
Short answer: No.
Long answer: Yes, but not at present and not through Excel. Excel can process data easily enough, but the representation of that data is less than ideal; it works well at the cost of aesthetics. The work I would have put into the Excel file is the same work I would have had to do in a more graphically-inclined application. Some of the prototypes I had or have lying around were made in JavaScript, PHP, and Python.
What is the final verdict?
Development for this character sheet is effectively on hiatus until further notice. The interest in continuing it is there, but the opportunity is not.
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Asymptomatic got a reaction from Decessor in Excel Dark Heresy Second Edition Character Sheet
Holey moley, it certainly has been a while since my last update (no thanks to losing Excel a few weeks back). In any case, this fairly large update should make Talents easier to work with, as well as providing an opportunity for custom Home Worlds, Backgrounds, and Roles. As I went and messed around with a lot of the cells, please let me know if I broke something in the process. I will shell out hotfixes as requested.
The initial goal for this sheet is to adhere as closely to the book as possible, but I intend to throw in my own house rules once the book-abiding version is done. If you would like me to add something from another book or your own house rules earlier, I can do that for you as long as it is a small-scope change (e.g., not asking for an entire armoury from Book X). I put a lot of effort into making the sheet easier to edit for people other than myself, but let me know if I can improve the user-friendliness.
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Asymptomatic got a reaction from Gridash in Wounds and Sound Constitution Revisited
OPTION 2: "Legend of the Five Rings" Style
Discard everything concerning Wounds in the DH2 book. Instead, every character has 8 "Health Ranks" of progressing severity, numbered 3 to 10. Each Rank has four Wounds initially. If the character's Natural (unmodified) Toughness bonus is higher, each Rank has that number of Wounds instead. Grittier games may have Health Ranks contain only three or two Wounds each before Toughness. Incoming Damage deducts from the topmost Health Ranks first, beginning with Wounded (3), and spills into the Ranks below as needed. Whenever a Health Rank is "filled", its Wound count hitting 0, the character suffers a Critical Effect equal to the Health Rank's number to the last location the attack hits. To wit, Wounds can be represented by the following chart:
Characters have a theoretical maximum of 32 Wounds out of the starting gate. However, as you may have noticed, some Critical Effects are lethal long before then. Notably, [Explosive - Head 6] cuts a character's theoretical Wound maximum to 16. This is intentional. My goals for this change include, in no particular order:
Phasing out Wound/Sound Constitution Purchases: Survivability is highly desirable, but feels dissatisfying to invest in. Extra Wounds do not actually do anything until the character loses them; Wounds are preventative rather than empowering. Having Wounds tied to Toughness Advancements frees up those extra unused Wounds and the Experience used to purchase them. Suspension of Disbelief/Realism: By RAW, Critical Damage only occurs during Righteous Furies or after Wounds hit 0. This tendency creates an odd "void" where 10 or more Wounds must accounted for without any mechanical implications. I find this quite jarring, to the point where I must alter my perception of what Wounds actually mean in the game's context. Guaranteeing Critical Effects on a semi-regular basis averts this perceived Wound void. The Middle Road: The oft-mentioned "Damage after reduction goes straight to Criticals" feels a little extreme to me, as both a player and a GM. Borrowing from another game I like, I believe I have reached a compromise between the current Wound system and that suggested extreme. But wait, what about the squishy characters who would normally buy Sound Constitution rather than Toughness Advances? At the moment, I do not have anything for them. I am looking to add to Sound Constitution's functionality to make it more appealing to purchase. As a rough draft, the new Sound Constitution will enable characters to "treat their Natural Toughness Bonus as 5/6 when calculating Wounds. If a character's Natural Toughness Bonus is already equal to or higher than 5/6, the cost for this Talent is waived or refunded as appropriate". I am leery about simply opening Health Ranks 1 and 2, but that is an option as well.
Mooks or weak NPCs can use a modified version of the Health Rank chart, such as omitting the odd Ranks. Thus, their Ranks would be 4, 6, 8, and 10, with a theoretical Wound maximum of 16. Critical Effects tend to be lethal at 8, or just shy of being so. Combat balance in general can be tweaked by how many Health Ranks are included or excluded. For example, a powerful beast could have its Health Ranks 1 and 2 opened, or even have several Rank 0s that must be filled before taking any appreciable damage.
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Asymptomatic got a reaction from Talon of Anathrax in Wounds and Sound Constitution Revisited
OPTION 2: "Legend of the Five Rings" Style
Discard everything concerning Wounds in the DH2 book. Instead, every character has 8 "Health Ranks" of progressing severity, numbered 3 to 10. Each Rank has four Wounds initially. If the character's Natural (unmodified) Toughness bonus is higher, each Rank has that number of Wounds instead. Grittier games may have Health Ranks contain only three or two Wounds each before Toughness. Incoming Damage deducts from the topmost Health Ranks first, beginning with Wounded (3), and spills into the Ranks below as needed. Whenever a Health Rank is "filled", its Wound count hitting 0, the character suffers a Critical Effect equal to the Health Rank's number to the last location the attack hits. To wit, Wounds can be represented by the following chart:
Characters have a theoretical maximum of 32 Wounds out of the starting gate. However, as you may have noticed, some Critical Effects are lethal long before then. Notably, [Explosive - Head 6] cuts a character's theoretical Wound maximum to 16. This is intentional. My goals for this change include, in no particular order:
Phasing out Wound/Sound Constitution Purchases: Survivability is highly desirable, but feels dissatisfying to invest in. Extra Wounds do not actually do anything until the character loses them; Wounds are preventative rather than empowering. Having Wounds tied to Toughness Advancements frees up those extra unused Wounds and the Experience used to purchase them. Suspension of Disbelief/Realism: By RAW, Critical Damage only occurs during Righteous Furies or after Wounds hit 0. This tendency creates an odd "void" where 10 or more Wounds must accounted for without any mechanical implications. I find this quite jarring, to the point where I must alter my perception of what Wounds actually mean in the game's context. Guaranteeing Critical Effects on a semi-regular basis averts this perceived Wound void. The Middle Road: The oft-mentioned "Damage after reduction goes straight to Criticals" feels a little extreme to me, as both a player and a GM. Borrowing from another game I like, I believe I have reached a compromise between the current Wound system and that suggested extreme. But wait, what about the squishy characters who would normally buy Sound Constitution rather than Toughness Advances? At the moment, I do not have anything for them. I am looking to add to Sound Constitution's functionality to make it more appealing to purchase. As a rough draft, the new Sound Constitution will enable characters to "treat their Natural Toughness Bonus as 5/6 when calculating Wounds. If a character's Natural Toughness Bonus is already equal to or higher than 5/6, the cost for this Talent is waived or refunded as appropriate". I am leery about simply opening Health Ranks 1 and 2, but that is an option as well.
Mooks or weak NPCs can use a modified version of the Health Rank chart, such as omitting the odd Ranks. Thus, their Ranks would be 4, 6, 8, and 10, with a theoretical Wound maximum of 16. Critical Effects tend to be lethal at 8, or just shy of being so. Combat balance in general can be tweaked by how many Health Ranks are included or excluded. For example, a powerful beast could have its Health Ranks 1 and 2 opened, or even have several Rank 0s that must be filled before taking any appreciable damage.
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Asymptomatic got a reaction from Talon of Anathrax in Wounds and Sound Constitution Revisited
It seems odd to me that a veteran of 20,000 Experience can have fewer Wounds than someone just rolling out of character generation. Further, Sound Constitution is a black hole that eats up the group tank's Experience. A character with TB 4 could sink 1,800 Experience into Sound Constitution alone. What is the proper timing to be buying Wounds when the same Experience can be used to buy similarly survivability-boosting Characteristics or Talents instead? I sought out a way to flatten Sound Constitution's cost while letting long-lived characters become more durable naturally:
These house rules sound mathy, but I believe the formula is straightforward. By RAW, a character can buy Sound Constitution up to 1 + (2 x TB) times, costing either 300 xp or 200 xp per Wound. As I mentioned above, a character with 4 TB can buy Sound Constitution 9 times for either 1,800 xp or, Emperor forbid, 2,700 xp. That is absolutely overpriced. I don't know who is going to purchase Sound Constitution that many times when there are so many other things to buy.
My Sound Constitution "fix" locks Sound Constitution's cost to 600 xp per purchase (Tier 3 with 1 unconditional Aptitude), though the number of Wounds that that Experience buys fluctuates. A character can spend a flat 1200 xp to gain a total 8 Wounds if she has earned 4,000 xp and a TB of 4 (+2 Wounds naturally, +6 Wounds from Sound Constitution). Characters purchasing RAW Sound Constitution need to spend 1600 xp to achieve the same result. My Sound Constitution only gets cheaper as a character's TB goes up (in terms of xp/Wound; the cost is static), while the cost of RAW Sound Constitution only grows (since each Wound needs to be paid for).
As a pleasant side-effect, all character builds can bulk up for the same Experience cost. Tanks/high TB characters may benefit more from Sound Constitution, but squishies/low TB characters also won't need to pay a premium to bolster their Wounds. Mid-game Sound Constitution tanks will have appreciably more Wounds than their peers without forsaking other defensive Talents or Characteristics. Sound Constitution is a great asset to have, but the 600/1,200 xp price tag makes sure players know they are committing to their increased survivability. In other words, Sound Constitution is kept out of the "too cheap/must-buy" category.
One circumstance I want to address, as Steve demonstrates above, is what happens when a character purchases Sound Constitution to no effect. Part of me wants to argue that Steve is crippling himself by limiting his Wound growth early on, but then that also means he spends 1,200 xp to gain 3 Wounds down the road. Although, from another perspective, he's paying 1,200 xp to gain 6 Wounds when compared to the RAW Wound system. I considered granting such characters Sound Constitution (1) for free if they passed a certain Experience threshold, specifically when they hit their Wound maximum without Sound Constitution. However, I feel that that creates weird incentives when players try to "save" 600 xp by waiting for the free Sound Constitution (1) grant. Players trying to do so will have to wait a long time, even with generous Experience grants (and especially if they have a high TB), but the situation still exists. I could simultaneously refund players who purchased Sound Constitution (1) before crossing the same threshold, but that both encourages dubious "Experience loans" and reduces the significance I want Sound Constitution to have.
Both of these changes are untested. I spend a good amount of time trying to alleviate what I consider to be "needless experience taxes," but I don't have the player base to run my house rules by. Let me know what you think. Cheers.
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Asymptomatic got a reaction from Talon of Anathrax in Aptitudes chosen freely
This is just my opinion as an inexperienced player/GM, but is wanting to be a combat god wrong? Aptitudes are the players' way of saying "this is what I want to do in our game". They have a fantasy in mind and want to grasp it, so the system rewards them by making that fantasy more accessible. I find RAW chargen not fully accommodating in that sense. I don't think Aptitude diversity is as important as player/character diversity. As long as they're not all playing the exact same concept, say, Pyrokinetic Psyker, I would just build my game around my players' fantasies.
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Asymptomatic got a reaction from Talon of Anathrax in Why use only one weapon?
Running some of the math, [Two-Weapon Wielder] + [Lightning Attack] starts at a -30 penalty, yes? -20 for the former, -10 for the latter, though the character is also foregoing the +10 bonus from a Standard Attack. Combined, there is a +/-40 WS swing and a maximum 3,000 XP (900 + 900 + 1200) rift between single-wielding and Lightning dual-wielding weapons for melee. Of course, Swift and Lightning Attack are not needed for dual-wielding ranged weapons, possibly having Full Auto baked into the weapons' profile, dialing back the XP requirement to Two-Weapon Wielder's maximum 900 XP cost.
The [Ambidextrous] Talent shaves off -10 from the penalty for 600 XP at most. Best-craftsmanship melee weapons (by RAW) further combat the penalty with +10 WS; combining both reduces the Lightning dual-wielding penalty to -10. Ranged weapons, on the other hand, are arguably better off in regards to accessibility. In addition to Ambidextrous, ranged weapons can be modified with a [Pistol Grip] (fully negating the -20 penalty to wield Basic weapons one-handed), a [Targeter] (potentially off-setting -10 worth of penalties), and/or a [Motion Predictor] (fully negating the Full Auto penalty). All together, a character can theoretically dual-wield Full Auto Basic weapons at a +/-0 BS modifier before other circumstances. This is all RAW just from DH2 - Core, only skimming (scumming?) the surface of possibilities from other books.
Lastly, I want to analyze cost. Using the RAW chargen method, the elusive [Finesse] Aptitude can only come from the [Assassin] and [Desperado] Roles, not able to be substituted in by doubled Aptitudes. For the sake of argument, my hypothetical character will not use the Finesse Aptitude, only Weapon or Ballistic Skill as appropriate. With one matching Aptitude, Lightning dual-wielding's cost drops from 3,000 XP to 1,500 XP, fairly reasonable given melee's aggressive scaling. Ambidextrous would cost an additional 300 XP for a sum of 1,800 XP. Full Auto dual-wielding merely costs Two-Weapon Wielder's and Ambidextrous' halved XP totals, a modest 750 XP. Of course, with low Characteristic scores (e.g., in the high 20's/low 30's), any penalty is significant. With one matching Aptitude, +10 to a Characteristic will cost 750 XP total. For ranged weapons, there is only one Characteristic to worry about, but melee weapons often require Weapon Skill and Strength to scale properly. Without delving into specific combat situations, dual-wielded melee weapons have a steep XP curve but can (theoretically) pay out with more Damage output. Dual-wielded Basic weapons have both a high floor and an easily accessible ceiling for near-immediate benefits, Point-Blank bonuses, and several modifications to play with besides.
Your mileage may vary; this post was more or less an excuse to get my thoughts out. For the record, I also think that this brand of combat-"balancing" is horribly skewed, but I am working with what was provided. Ole.
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Asymptomatic got a reaction from Oridaellin in Wounds and Sound Constitution Revisited
Glad to have you two on-board. Yes, Lionus, I find that most people choose not to buy Sound Constitution since the same Experience can be put towards WS/Ag/Dodge/Parry/other Talents instead. I wager that Wounds don't feel as good to purchase since they can only make someone survive better. Surviving is not the same as winning, which Weapon Skill and Agility actually contribute to; Wounds allow characters to make more "mistakes" but it doesn't help them do their jobs better. Maybe if Wounds could be used for something other than calculating life expectancy... This is probably straying from the topic at hand, though.
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Asymptomatic got a reaction from Talon of Anathrax in Flamers - Overpowered?
Keep in mind that fire is one of those things that has many strengths but also many weaknesses. For example, a subset of armours/enemies with fire-resistance or even fire-immunity are within expectations. Just as well, carrying large amounts of promethium is a liability if the entire canister explodes. Maybe atmospheric/climate conditions limit the Flamer's effective range. Ammo resupplies could simply be unobtainable in the current area, enforcing that the player should make each shot count. Like you mentioned, collateral damage is a very real restriction you can impose.
There are plenty of levers you can adjust if Flamers are becoming a problem. Let me know if you want me to expand on anything.
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Asymptomatic got a reaction from pearldrum1 in Wounds and Sound Constitution Revisited
Glad to have you two on-board. Yes, Lionus, I find that most people choose not to buy Sound Constitution since the same Experience can be put towards WS/Ag/Dodge/Parry/other Talents instead. I wager that Wounds don't feel as good to purchase since they can only make someone survive better. Surviving is not the same as winning, which Weapon Skill and Agility actually contribute to; Wounds allow characters to make more "mistakes" but it doesn't help them do their jobs better. Maybe if Wounds could be used for something other than calculating life expectancy... This is probably straying from the topic at hand, though.
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Asymptomatic got a reaction from pearldrum1 in Wounds and Sound Constitution Revisited
It seems odd to me that a veteran of 20,000 Experience can have fewer Wounds than someone just rolling out of character generation. Further, Sound Constitution is a black hole that eats up the group tank's Experience. A character with TB 4 could sink 1,800 Experience into Sound Constitution alone. What is the proper timing to be buying Wounds when the same Experience can be used to buy similarly survivability-boosting Characteristics or Talents instead? I sought out a way to flatten Sound Constitution's cost while letting long-lived characters become more durable naturally:
These house rules sound mathy, but I believe the formula is straightforward. By RAW, a character can buy Sound Constitution up to 1 + (2 x TB) times, costing either 300 xp or 200 xp per Wound. As I mentioned above, a character with 4 TB can buy Sound Constitution 9 times for either 1,800 xp or, Emperor forbid, 2,700 xp. That is absolutely overpriced. I don't know who is going to purchase Sound Constitution that many times when there are so many other things to buy.
My Sound Constitution "fix" locks Sound Constitution's cost to 600 xp per purchase (Tier 3 with 1 unconditional Aptitude), though the number of Wounds that that Experience buys fluctuates. A character can spend a flat 1200 xp to gain a total 8 Wounds if she has earned 4,000 xp and a TB of 4 (+2 Wounds naturally, +6 Wounds from Sound Constitution). Characters purchasing RAW Sound Constitution need to spend 1600 xp to achieve the same result. My Sound Constitution only gets cheaper as a character's TB goes up (in terms of xp/Wound; the cost is static), while the cost of RAW Sound Constitution only grows (since each Wound needs to be paid for).
As a pleasant side-effect, all character builds can bulk up for the same Experience cost. Tanks/high TB characters may benefit more from Sound Constitution, but squishies/low TB characters also won't need to pay a premium to bolster their Wounds. Mid-game Sound Constitution tanks will have appreciably more Wounds than their peers without forsaking other defensive Talents or Characteristics. Sound Constitution is a great asset to have, but the 600/1,200 xp price tag makes sure players know they are committing to their increased survivability. In other words, Sound Constitution is kept out of the "too cheap/must-buy" category.
One circumstance I want to address, as Steve demonstrates above, is what happens when a character purchases Sound Constitution to no effect. Part of me wants to argue that Steve is crippling himself by limiting his Wound growth early on, but then that also means he spends 1,200 xp to gain 3 Wounds down the road. Although, from another perspective, he's paying 1,200 xp to gain 6 Wounds when compared to the RAW Wound system. I considered granting such characters Sound Constitution (1) for free if they passed a certain Experience threshold, specifically when they hit their Wound maximum without Sound Constitution. However, I feel that that creates weird incentives when players try to "save" 600 xp by waiting for the free Sound Constitution (1) grant. Players trying to do so will have to wait a long time, even with generous Experience grants (and especially if they have a high TB), but the situation still exists. I could simultaneously refund players who purchased Sound Constitution (1) before crossing the same threshold, but that both encourages dubious "Experience loans" and reduces the significance I want Sound Constitution to have.
Both of these changes are untested. I spend a good amount of time trying to alleviate what I consider to be "needless experience taxes," but I don't have the player base to run my house rules by. Let me know what you think. Cheers.
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Asymptomatic got a reaction from Flail-Bot in Excel Dark Heresy Second Edition Character Sheet
Holey moley, it certainly has been a while since my last update (no thanks to losing Excel a few weeks back). In any case, this fairly large update should make Talents easier to work with, as well as providing an opportunity for custom Home Worlds, Backgrounds, and Roles. As I went and messed around with a lot of the cells, please let me know if I broke something in the process. I will shell out hotfixes as requested.
The initial goal for this sheet is to adhere as closely to the book as possible, but I intend to throw in my own house rules once the book-abiding version is done. If you would like me to add something from another book or your own house rules earlier, I can do that for you as long as it is a small-scope change (e.g., not asking for an entire armoury from Book X). I put a lot of effort into making the sheet easier to edit for people other than myself, but let me know if I can improve the user-friendliness.
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Asymptomatic got a reaction from Gridash in Wounds and Sound Constitution Revisited
Speaking to the latter half of your comment, I believe my first system preserves the overall feel of the system. As mentioned above, a character's theoretical Wound maximum is slightly lower compared to RAW (a literal difference of 1). To wit, 4 Wounds by RAW costs 800 or 1200xp, depending on Aptitudes. To gain 4 Wounds using my first system, a character would need to meet one of the following conditions:
8,000 Total Experience & Toughness Bonus 4+; No Sound Constitution purchases 4,000 Total Experience & Toughness Bonus 4+; 1 Sound Constitution purchase (600xp) 2,000 Total Experience & Toughness Bonus 2+; 2 Sound Constitution purchases (1200xp) Notably, while an early-game player can gain several Wounds, s/he must commit a sizable portion of Experience to do so. Even then, the character's Wound gain is "gated" by their total Experience. Levers are in place to prevent characters from gaining too many Wounds too quickly or too cheaply.
Regarding the first half of your comment, condensing Sound Constitution into a static number of purchases increases the satisfaction of each purchase commensurately. Gaining 3 Wounds from 1 purchase "feels" better than gaining 3 Wounds from 3 purchases. One other notion to keep in mind that Wounds, purchased or not, are only truly useful when they're gone; players may feel somewhat gypped with purchases that are seldom used.
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Asymptomatic reacted to Cogniczar in Shadow of the Imperium House Rules
As the Mandragora Sector continues to get fleshed out in my campaign (and beyond), i've begun to write up some house rules in collaboration with my players. I'll be listing them here as they are actively developed.
Homeworlds
Annazir
Blackborn
Gael Secundus (Askellon Sector)
Narlia's Caress (Askellon Sector)
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Asymptomatic reacted to Erathia in lMachine Spirit Oddities
I actually did have two more and I have no idea why I didn't post them.
Driven - Select one type of Endeavour. This ship produces an extra 50 Achievement Points whenever it is involved in an Endeavour of that type. If it is involved in an Endeavour of any other type, it requires 50 extra Achievement Points to succeed.
Playful - Your machine spirit randomly pranks the crew. At ship creation, roll 1d5. Permanently decrease Crew Rating by that amount. However due to the crew always being on edge, gain an equivalent amount to all Initiative rolls for ship combat.
I like yours too, which means now we need three more to bring us up to a good 25, so that can go into 100 nicely.
Confused - All allied Command Tests aboard this vessel are made at a -5 penalty. All enemy Command Tests aboard this vessel are made at a -10 penalty.
Omnicidal - Increase all Crew losses by 1. Once per session, when this vessel takes Hull Integrity damage from an enemy vessel, it gains a bonus equal to the Hull Integrity damage inflicted on all Ballistic Skill Tests against that vessel until the end of your next Strategic Round.
Terrified - Whenever this ship takes a Critical Hit, one random component becomes unpowered. Increase Detection by +15.
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Asymptomatic reacted to Nameless2all in lMachine Spirit Oddities
Noticed you only had
Noticed you created 8 additional Oddities Erathia, and I thought I would attempt to add to it to make it 10.
Undecided- Either being a newly created vessel or just remarkably carefree, it's normal attitude is untroubled by the perplexities of life, though sometimes curiosity does become it. Every session, hour of game play, month in game time, or however else the PC and GM decide to manage it, roll a d10 to determine the ships changing Machine Spirit Oddity. On a 1 a random PC chooses the Oddity for the vessel, on 2-8 there is no Oddity, and on 9-10 the GM chooses the Oddity secretly.
NOTE: Modifiers to Armour and Hull Integrity never apply during this effect. All other effects are temporary.
Forever Tainted – This vessel was tainted in some fashion, though it hides it very well. While aboard the ship, all crew suffer a -5 to Willpower based tests, and all repair tests get a -5. Fires are much easily controlled in this vessel, and receive a +5 to tests to extinguish. In addition, before rolling on Table 7-4: Warp Travel Encounters roll a d10. On a roll of 1, a random PC gets to choose the outcome, while a 2-10 has no effect on the table.
Hope you like them.
