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madMAEXX

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About madMAEXX

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  1. Hi there, a friend and I plan to start a roll20 campaign and we are looking for players. Since we are both native german speakers we want to play in said language. I will be the GM (first time using roll20, so it could be a bit clunky at first, but I'm confindent that I will sort out any problems that might arise). It will be set in the Askellon sektor using all official books (Core, the 3 Ordos, Forgotten Gods, GM-Screen, Errata). Until now I don't plan to use house rules, but I'm open to discussion on that topic. We have 1 slot left. If anyone is interested, PM me and we can talk the details. ---------------------------------------- Hallo zusammen, ein Freund und ich planen eine roll20 Kampagne und wir suchen nach Spielern. Wir sind beide deutsch Muttersprachler, daher wollen wir auch auf Deutsch spielen. Ich werde Spielleiten (zum ersten Mal mit roll20, also könnte es am Anfang etwas holprig werden, aber ich bin zuversichtlich, dass ich alle Probleme, die auftreten werden, lösen kann). Die Kampagne wird im Askellon sektor angesiedelt sein und alle offiziellen Bücher verwenden (Grundregelwerk, die 3 Ordo Bücher, Forgotten Gods, Spielleiterschirm, Errata). Bis jetzt plane ich keine Hausregeln zu verwenden, aber da bin ich für Diskussionen durchaus offen. Wir haben noch 1 Platz frei. Wenn jemand interesse hat, PM an mich und wir reden über die Einzelheiten.
  2. I don't know where it came from, but whenever my group needed to bluff their way into somewhere they always ringed, pushed the Kriegian Death Corps Soldier to the front and said they were "from accounting".
  3. As you stated, "Real Power Armour" isn't out yet, so you can't really say that "Light Power Armour" sucks in contrast, because you don't have something to compare it with. I would not advice comparing the DH2 Light Power Armour to the DH1 or other lines of the WH40k RPGs. Although many stats are similar they did make quite a few changes, that are bigger, the older the other system is. So RT to DH2 is a greater difference than OW to DH2. I totally agree that the Eldar Power Sword sucks ass. Maybe give it the Accurate trait.
  4. My players drafted some of the wandering pilgrims and some PDF personnel on the spaceport to help in the fight with the Daemonhost. They acted as meatshields so the players could land some hits with a LongLas (A really scary weapon to single big boss encounters, doing a whopping 8-35 damage if hit with enough DoS). In the middle of the fight Halbrel appeared and started his binding ritual. One of my players got the good idea to shoot at the magic tome he was reciting from. I decided that the tome, being a powerful artifact, was indestructible, but it was flung out of Halbrels hands. The daemonhost from then on raced to get his claws on the book, because he wanted to destroy it. That gave the players time to target the daemonhost and Halbrel, who fought over the book, and take them both out. Halbrel survived because he is Touched by the Fate. After the fight, more players got LongLas, because it is just so friggin good. For the Herald of Nurgle, they realized pretty quickly, that they would be going up against some pretty powerfull foes and got help (the Sororitas Canoness from the core rule book). It held of the Herald for long enough that the players could shoot it to shreds with their LongLas. Because the Herald was not able to kill the Canoness it could only either move or make an attack. Therefore he couldn't even get out of the fight to kill some random mook and get the full range of options in the next fight, but was stuck in there. In regards to both fights: Sanctified ammo would reduce the damage absorption of all three endbosses by an significant amount. And they are a finite ressource. Once they are shot, they are gone.
  5. Then just houserule it so that Weapon Training (Heavy) uses Strenght instead of Finesse.
  6. This trick also works in said tunnels. Crank up the suspense, than let them make an Awareness check. Then, like in a bad horror movie: BAMM! JUMPSCARE! In reality there was just a friggin rat, that jumped through the tunnel in front of them. The Arbiter will think twice to assume that a test is important (and thus spend a Fate Point), only because the setting might indicate something.
  7. A player in our round actually had a wooden leg implanted, because it had to go really fast. The Inquisitor promised to get a better leg as soon as they were back in the HQ. He kept the promise.
  8. Or just have a medic bolt on a low quality augmetic leg, because it's the only one available. Then inject him with stim and some healing chems to let him be active with the freshly implanted leg. The doc/Inquisitor/AdMech promises to get him a better quality leg as soon as possible, but that may take some days.
  9. In the Lathe worlds book for 1st edition (page 33) there was something called praecursator grid: On page 34, there is a description of what is possible with access to the grid: This implies to me that (at least forge worlds) have a cogitator network, that lets you access data from many places. This is a form of internet.
  10. I studied the german language at universtiy and that included middle high german. If you have not studied it, you may recognize words and think you got the gist of it, but most of the times, you would be wrong. Words change their meaning, grammar and spelling change considerably and you got a whole lot of false friends in there. Without a good dictionary you are f***ed up most of the times. Add that to the difficulty of reading the texts from that time at all (the letters look a whole lot of different) and you got a really good mess. It has a reason why everyone who studies it has to take a language course. And to the middle ages it is just 800 years. Thats a lot shorter than the time spans in wh40k. Try your luck with Old high german without studying it. No chance! The same applies to the forefathers of modern english as well. As middle high german is part of the genesis of the language you can assume that it would be part of the Linguistics (German) skill. The GM might (if the circumstances fit) allow you to test Intelligence with the untrained modifier (+ a big malus imho) to understand some strange dialect, but if you studied Low Gothic you can reverse engineer the changes in language and deconstruct a dialect someone who speaks Low Gothic as native tongue can't even try to understand (= roll Linguistics with a lot smaller malus).
  11. I can only assume that FFG did it for convenience. It is assumed everyone can speak it, so that a group of Acolytes hailing from different backgrounds can communicate with each other. But nothing hinders you to play a Character that is not fluent with Low Gothic. And of course there is nothing that speaks against (I'd even say it is likely) NPCs that don't speak Low Gothic or have only a little fluency in it. And you lose a rule for distinction of a char who can or cannot speak Low Gothic, but you get a rule to differenciate someone who speaks it from someone who has studied it. I like it better the way it is, because you don't need a rule to say someone just doesn't speak a language, but you might need a rule to see if someone can identify a text written in some obscure dialect.
  12. Everyone knows how to speak Low Gothic at character creation. It's just that Linguistics (Low Gothic) is used for the finer details of the language. It's like in reality: Everyone knows their native tongue, but not everyone knows the history of the language, has studied it or is a poet. Speaking Low Gothic and having Linguistics (Low Gothic) is like heating a pre-made burger in the microwave and cooking a five-star dinner: Both can be eaten, but one is far more advanced. I would totally agree with this. It is much easier to learn new language, if you studied one before and know how languages function on a basic level. That's what Linguists learn. To apply this knowledge to some other form of communication lets you make educated guesses, which really helps. As for using it without rolling the dice: I'd say that just speaking a language that is not entirely alien (that is: it is based on the human mind and therefor understandable concepts) is manageable without dice rolls, as soon as the GM decides that you are fluently enough for the concept that you try to communicate. "Hello my name is ...", "I'm thirsty", "Give me a beer, please" are easy sentences even a beginning learner can put together. I always thought of it as Low Gothic being my native tongue and High Gothic being classical latin.
  13. Everyone knows Low Gothic. If you come from a home world that has a different language, you know this as well. As a noble you can speak High Gothic, as a feral worlder you know the cant of your homeworld, which is most likely based on Low Gothic, so everyone who knows Low Gothic well enough (= you have the Linguistics(Low Gothic) skill) is able to roll with an appropriate modifier. If you don't have the skill you are not versed enough in the language to speak variations that o beyond a dialect. To be able to learn new languages to speak, I'd say you need some kind of tutor (a person, cogitator, dictionary, ...) and time. If you invest that I'd say that, as long as it is no complete alien language, you can speak it. If you want to be really good in it (to write literature, speak to the unwashed masses, etc.) you need to buy the Linguistics skill. If you want to learn a completely alien language (Eldar, Ork, Tau, etc.) you need to have a tutor and I'd say you need to buy the Linguistics skill.
  14. They have to get into melee range first. If they get that close without encountering barrages of lead or las, they are either very clever (and deserve the easy win) you did something wrong as a GM.
  15. This. But also: If the players act really stupid and get themself into trouble, they couldn't realisticly survive: Give them a possibility to get out, but if they don't take it, kill them!
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