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TheWorldSmith

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Posts posted by TheWorldSmith


  1.  

    Vichn, do you have experience as a GM in other systems? How much experience as a player do you have? What about in the theatre, performing arts, or literary areas?

    1. No, I've been GMing Dark Heresy 2e only. 

     

    Oh aye? I'd love to hear what you've done so far! :D How did you manage previously?


  2. Vichn, do you have experience as a GM in other systems? How much experience as a player do you have? What about in the theatre, performing arts, or literary areas?

     

    It'd be good to know what we have to work with here - especially your experience with RPGs in general.

     

    From what's been said so far, it soundss like you're being a bit overwhelmed? Maybe you might want to look into running a pre-written adventure, which are a great example of how much you might need to prep before play, but especially how little you actually need to.

     

    As always is, the worst thing to do as a GM is work day and night, only to find out that you're not using most of the material you have on hand.


  3. I'm back from my holidays and I'll (finally) be launching my Forgotten Gods campaign this month so I'll be living and breathing 40kRPG again. The license ends next month between FFG and GW if I remember correctly, lets hope we get the remaining folks over to R4H! I've resubbed there as my account was one of those lost.

     

    Unrelated, but don't forget to join us on Imperium of GMs too, Gregor! :D

     

    https://discord.gg/zBF5GFg


  4.  

    This is really good. I've just attempted dry running the dead rising scenario in gantry during Desolation of the Dead ahead of actually doing it with my players. Rolling dice for all the zombies was a heck of a snooze fest and I can easily seeing it killing the tempo of the game. This sheet should solve that nicely!

    You might want to build one of your own then. There is a complete "how to" on my blog ;)

     

     

    Could you link to said how-to? As I've looked upon your blog and didn't see an easy way to find it.


  5. Thanks for the feedback. I like the sugestion of the aptitudes instead of the roles maybe having at least two of Ballistic Skill, Finesse, Willpower, Fieldcraft and Tech?. I know the agility limit on the Storm Trooper Armor is like the Feudal Worlder but the idea is to represent the storm trooper as a specialist on his field and having no restriction on the tempestus scion armor seems good to me. I mean, you're a feudal worlder trained from childhood to wear heavy armor you'll grow acustomed to the Tempestus Scion Armor faster; and you still can use the heaviest armors without problem, a storm trooper only would have the advantage of using that type of armor.

    But maybe reducing the weight of the apropiate gear will do too; what do you think about it?

     

    Make it a single aptitude. Require them to have Ballistic Skill. Or require them to have Finesse.

     

    I mean, sure, you could do the weight - but I'm heavily against making any bonus obsolete. It turns me off so much just because of that.

     

    You could do weight, or you could do my suggestion, either/or. It depends if you want =I= Stormtroopers to either be less encumbered by their gear or be faster. Your choice.


  6. I can see your points, but it is pretty good as standing, and as Doctor said; in my own experiences as GM (we're now midway into the 2nd campaign book) I'm having a hard time getting players to use their fate-abilities either.

     

    My proposed change, if it need happen:

     

    In addition to spending fate points, as per the rules on page 294 of The Core Rulebook...

    When spending a fate point to get +10 to a roll, character gets +20 instead.

    When spending a fate point to re-roll a test, additionally the character gains +10.

    When adding one degree of success to a test, add two instead.

    When instantly removing 1d5 damage from the character, roll 2d5 instead, and keep the more favourable result.

    When recovering from being Stunned, the character may instead use the fate point to remove Blood Loss, if so desired.

    When removing all levels of Fatigue, the character's movement rate counts as one step higher until the start of his next turn. This does not affect Agility or the Agility Bonus.

    Tentatively:

    When burning a fate point, roll 1d10. On a roll of 1, the fate point is not burned.

     

    ^ That's a lot of change, and if it were made I'd want to change other bonuses too, but it certainly makes it a great choice if you have four or more fate points to spend on a character.


  7. Instead of Warrior or Assassin, given that Crusader, Penitant, and otherwise appropriate things exist... Perhaps just require that the character possesses certain aptitude? E.G. Ballistic Skill or Weapon Skill, Finesse or Strength, etc.

     

    It'd mean that it could be an option for characters who aren't just of two roles, and would keep with the theme of DH2 trying to be open for all kinds of character concepts - just so long as you have the aptitudes.

     

    Not having the Agility-Limit of Tempestus would collide with Feudal Worlder as a duplicate effect, and I discourage doing such things. Instead what you could do s have the character's size bonus count as one level higher for the purposes of calculating movement distance (after the agility limit) in order to emphasise that PC Inquisitorial Stormtroopers will be faster than regular Tempestus.


  8.  

    The website is back up!

     

    It seems to be a really old backup that was brought up, hope the owner can bring back a newer version!

     

     

    In talks, he's mentioned that the backup brought forward is from two months ago. He's trying now to restore the parts of the site that he can.


  9. I know what senses are... I'm just using a balanced interpretation. There's no necessity for the power to represent all, some, or anything more than one of them. The ways in which you can interpret this power is infinite, but the way that I do it ensures balance while preventing cheese, and additionally still provides worth-while bonuses to players.

     

    In my games (with my interpretation) it's allows the Psyker to not be inhibited by Darkness and other obscurities, such as Smoke or Blind, effectively giving the psyker both the Sonar Sense and Dark Sight Traits (which I also rule as working on a line-of-sight basis). This prevents challenging issues for the GM, balance-breaking disasters through several layers of bulkheads, and still gives the psyker a potential of significant advantages and fallbacks in many situations.


  10. Your discretion.

    I'd say that a more powerful psyker, much like a Daemon, would be a much more powerful blip - But that being said... Psykers with Strong Minded and Mental Fortress, much like a Daemon of Tzeentch, may counteract this bonus or even be harder to detect...

     

    It's up to your discretion entirely. How difficult do you want it to be? :D


  11. Rule-wise Warp Perception gives the psyker the Unnatural Senses trait and there (on page 139) it clearly states "the creature can perceive its surroundings using senses other than sight or hearing ..." so I would claim it does not just augment the already-present sight. Also in the description of Warp Perception it says "His flesh no longer limited, he casts his gaze wider and hungrily scents prey from farther afield." I interpreted this as being able to somehow sense through walls and whatnot, maybe I'm mistaken. I'm interested, wow [how?] do you actually rule this "better-sight"  WorldSmith?

     

    That's certainly one interpretation of many. I'm happy you adapated and are now enjoying it, but I've just been blown away by it and can't accept it. It goes well and truly beyond any levels of balance that I find acceptable.

     

    In my games (with my interpretation) it's allows the Psyker to not be inhibited by Darkness and other obscurities, such as Smoke or Blind, effectively giving the psyker both the Sonar Sense and Dark Sight Traits (which I also rule as working on a line-of-sight basis). This prevents challenging issues for the GM, balance-breaking disasters through several layers of bulkheads, and still gives the psyker a potential of significant advantages and fallbacks in many situations.


  12. (Apologies for the cross-post: Just want to make sure that as many people see this as possible. Please remove all but one if you deem it necessary.)

     

    Discord invite code: zBF5GFg

     

    Well, the title says it all, really. The general consensus of the group thus far is to use Dark Heresy 2nd Edition as a base, to create supplements and expansions for. Already some of us have converted over the Rogue Trader ship rules, discussed some Errata additions (which is, of course, still up for debate!), and began the arduous task of creating an Adeptus Astartes supplement!

     

    If you're a GM who doesn't want to be constrained by the official books, a content-creator, or simply an oppinionated player who wants their say; then I think that this is the server for you!  :D


  13. (Apologies for the cross-post: Just want to make sure that as many people see this as possible. Please remove all but one if you deem it necessary.)

     

    Discord invite code: zBF5GFg

     

    Well, the title says it all, really. The general consensus of the group thus far is to use Dark Heresy 2nd Edition as a base, to create supplements and expansions for. Already some of us have converted over the Rogue Trader ship rules, discussed some Errata additions (which is, of course, still up for debate!), and began the arduous task of creating an Adeptus Astartes supplement!

     

    If you're a GM who doesn't want to be constrained by the official books, a content-creator, or simply an oppinionated player who wants their say; then I think that this is the server for you! :D


  14. (Apologies for the cross-post: Just want to make sure that as many people see this as possible. Please remove all but one if you deem it necessary.)

     

    Discord invite code: zBF5GFg

     

    Well, the title says it all, really. The general consensus of the group thus far is to use Dark Heresy 2nd Edition as a base, to create supplements and expansions for. Already some of us have converted over the Rogue Trader ship rules, discussed some Errata additions (which is, of course, still up for debate!), and began the arduous task of creating an Adeptus Astartes supplement!

     

    If you're a GM who doesn't want to be constrained by the official books, a content-creator, or simply an oppinionated player who wants their say; then I think that this is the server for you! :D


  15. Obviously it depends on how you rule it. I thoroughly deny that Warp Perception does anything more than augment your already-present sight, and is still limited by line-of-sight obstructions. Obviously that stems from the fact that humans used sight in order to perceive, typically, so with other creatures it means different things.

     

    The worst thing you can do is take it literally and allow a psyker to look 80 feet away through fifty 10-inch-thick walls and Sunburst an entire room.

     

    Yeah. No. I'm good. Better-sight works for me. I'd rather keep the insane level of broken interpretations out of my games. :D


  16. Because... They are? :D

    What it means is that you can do a Molten Beam, Hallucination, and a Foreboding in the same round. It's how the game is designed.

     

    All the player needs to remember is that you can only do a single action with the Attack and Concentration subtypes per turn, unless there's something that indicates otherwise. Likewise, you may only use one Reaction per round, and never in your own turn.


  17. @alemander: Thanks for this reference and the clarification. But one of my initial questions is still unanswered, I think: Can one spend more than one Fate Point to get a higher bonus, say 3 Fate Points to gain +30 bonus.

     

    You know... I don't think that's ever been addressed. It's always been my assumption that you can't use multiple Fate Points for the same purpose? But now I've no idea what kind of founding that had - except for the matter of re-rolls.

     

    Honestly, I don't see why not. Unless a rule comes forward I may just allow it in my own games - if they want to blow all of their Fate Points on a single test, be my guest, it's not like the entire campaign should pivot on a single dice-roll anyway. :D


  18. Suvfaeras was bound using xenos runes and otherwise, so I find its very-likely that races previously-present in the sector could've had strong connections to The Warp, and the alien hand and black orb would support this me thinks. It's all open-ended to allow you some interpretation, but personally I like the idea that Suvfaeras is an ancient being.

     

    After all... The Pandemonium is getting worse... And who's to say this extinction event hasn't been brought upon the sector previously? :D

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