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Tom Cruise

[Second Edition Release!] Dark Heresy (Warhammer 40,000) in Genesys

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Posted (edited)

With regards to Training... it's a neat idea but I think I can see why you're not too happy with it. Would doing something such as adding/removing boost/setback dice be more in-line with what Genesys tries to accomplish? Maybe a success is one boost, a crit is 2 and three advantages are one boost? And maybe if we could use it as an expansion to any task related to what we trained with the advantages would be used up much faster. For example, if you train with your Ranged (Light) skill, you could use the boost to investigate the aftermath of a gunfight - seeing what the survivors were armed with, what weapons were used, what tactics the side employeed, etc. Likewise, if you you spent your training on tech-use (specifically repairing), you could use the boost when talking with Techpriests, or investigating machines, or even perception checks related to machines you were working with, etc.

 

Just an idea - I am not sure if that design would fit your vision.

Edited by QuirkyAI

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Just having the reroll does reduce the 'hassle' of having to keep track of how many free successes and advantages you have left. I'm still advocating giving it a difficulty though, if it's left at trivial, higher ranks will almost guarantee success. Real training should always indicate that you're pushing yourself to get better. So at least a hard check is in order, I think.

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Posted (edited)

Hi, I was just looking at the updated adversary chapter from a couple pages back (13?), and the Deathwatch SM uses Ranged Light for his chainsword, just wanted to make sure that isn't an accident! Loving the ruleset, have run a couple one shots with my party and an going to run a full campaign once we have finished our SWRPG one in a couple weeks!

Thanks for all the hard work!
- Joe

Edited by ITacktixX

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Whoops, that definitely should be Melee (Light). I've fixed that up.

I like the idea of simplifying training back to giving you a reroll, I might try to work something out around that.

I can see the logic behind wanting training to have a difficulty attached, but that does inherently ratchet up the mechanical complexity; it means negative symbols needs some concrete mechanics attached. And I agree that training involves pushing yourself but people also learn pretty massively from failure, or from just going through the motions and repeating stuff which is familiar, so I think you could make the argument for any difficulty pool here pretty comfortably from a fluff perspective. I'm more interested in what would be mechanically sound. I'll give it some thought.

Apologies for the relative silence in here, still chipping away at the book, just been a bit slow due to a pretty hectic work and personal life in the last couple of weeks.

Here's a couple of samples of the reworked psychic power chapter. I've decided to include the full rules text for powers in the Dark Heresy book here, rather than referencing the spells in the Genesys CRB. Playing a psyker currently is very intensive on flipping between books so I've tried to eliminate that as an issue. Also, rather than putting Narrative and Structured versions of powers in separate places, I've lumped them together which I think makes a lot more sense from a formatting perspective.

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Six more pages to go for the Talents section! I notice that I'm frequently going back and forth in the document, so maybe it's best to wait after I've finished before you have a look at it again? :)

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I hosted the old Edge of Darkness introductory adventure and I think it went pretty well. I prepared the example Genesys player characters from the Shatered Hope conversion.

Keep up the great work. I'm full of anticipation for the final 2.0.

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On 9/5/2019 at 6:39 AM, Veruca said:

Six more pages to go for the Talents section! I notice that I'm frequently going back and forth in the document, so maybe it's best to wait after I've finished before you have a look at it again? :)

Yeah, I'll leave it until you're done, that seems like a sensible move. Don't want to make more work for you than you're already putting in! Thanks again by the way, really appreciate the effort.

Hoping to finish the psychic powers chapter for previewing tomorrow, should only take a couple of hours of work. Getting much closer to done!

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Okay, I finally reached the end of the Talents chapter. I can't promise I found everything, but I hope I did. :P

Also, please let me know whether or not some of the feedback/comments are useless, or if you'd like to see other ways for me to make suggestions. I just write as I come across things, but looking at the amount of comments... maybe I go a bit overboard? I dunno, you be the judge.

 

Edit: if possible, could you maybe edit your first post with a link to each chapter? That's going to be easier for me to keep track of the chapters instead of having to sift through the comments and preview chapters. Thanks! :)

Edited by Veruca

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Hi there, me again!

Just getting my player set for our first session this Sunday and had a question about the Hot-Shot las clip and its interaction with the Variable rule. Can you still overcharge the weapon if firing from a Hot-Shot clip?

As I read it yes, but there is no reason not to do so. By that I mean there is no risk in doing so as the HS ammo overrides the risk of Variable, and neither interacts or scales with the other. Maybe have the weapon damaged by 2 steps on double threat, instead of 1?

Any input would be great - also may be worth slipping into the chapter. Cheers!
 

 

References below from Redesign Preview Chapter 5 PDF:

Pg 17 (102 of book):
 

Hot-Shot Charge: A crude imitation of the more refined Hellgun, hot-shot charges are amplified charge packs which deliver much more destructive bolts of energy, at the expense of ammo capacity and safety.

Modifiers: Weapons loaded with hot-shot charges increase their damage by 2, and gain Pierce 2. However, they run out of ammo on X, and XX may be spent to cause the weapon to suffer one level of damage.

A regular lasgun charge pack can be converted to a hot-shot charge with an Average Tech-Use check, taking five minutes.

Pg 5 (90 of book):

Variable: Many las weapons have a variable power setting, allowing them to fire higher powered bursts.

As an incidental once per turn, a weapon with this quality may be switched between high and low output settings.

Setting the weapon to high output increases the weapon’s damage by 1, but gives it the Scarce Ammo quality.

 

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Hi Tom,

I've been using your work a lot, once again thank you for this. I'll start running your games using your current WIP files so my feedback will be sporadic based on what I come across during gameplay. Right now I've got:

Page 201 (Ganger Heavy). Under the flak vest it reads:

Quote

Flak Vest: Soak 2; Defense 1; Soak can be provided with called shot targeting head

Should that read, soak can be avoided (or words to that effect) with called shot targeting head? Maybe circumvented?

 

Thanks for all you do man

Edited by Gregor Eisenhorn

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