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Xarthilias

Humble questions from a newbie Game Master! Round 2!

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Problem 9. You can use Fate Points to reroll failed checks.

Question 9. When rolling outside the game session (such as when they make an in-between session Barter or Investigation rolls) should I allow FP rerolls?

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Xarthilias said:

So what would be their alternative? To sell it to the open market?

And what do you mean when you say it isnt their cup of tea? Because it is Xeno made?

Most of the former posters already gave good answers. I would not go to the local church to sell stuff. Selling to the open market without the right skill is hard either and I mostly do not give more than 1/10 of the original price for used equipment of unkown source. I should have said Xeno is not heir cup of tea as the Ecclesiarchy is quite puritanical. Mesh on the other hand is ok, as even the Sororitas Shield Robes are made of Mesh.

Xarthilias said:

Problem 9. You can use Fate Points to reroll failed checks.

Question 9. When rolling outside the game session (such as when they make an in-between session Barter or Investigation rolls) should I allow FP rerolls?

I would not allow it, but I make these tests always in-session (mostly at the beginning or end) and never in-between sessions.

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 Thanks for the reply. I will allow the rerolls but any FP spent will count against the pool of FP available for the next session.

Problem 10. I can't find anywhere the penalties for wearing heavy armor for skills and such. In d20 we had Armor Check Penalty attached to every piece of equipment. By mind armor should affect the Agility skills. 

Question 10. Is there a table where these penalties are listed? To prevent an assassin sneaking around in bulky armor?

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Xarthilias said:

Problem 10. I can't find anywhere the penalties for wearing heavy armor for skills and such. In d20 we had Armor Check Penalty attached to every piece of equipment. By mind armor should affect the Agility skills. 

Question 10. Is there a table where these penalties are listed? To prevent an assassin sneaking around in bulky armor?

The Rules As Written (RAW) only impose penalties when you go over your carrying limit (see p215 of the rulebook). However as a GM feel free to impose penalties on the players. e.g. a player in carapace armour is trying to silently sneak into a base via the air-vents would be a penalty in my game.

What Dark Heresy does is give you a framework, then you, as the GM, have a wide range of bonuses and penalties you can apply -60 to +60

e.g. a player who removed all amour and stripped down to just a light jumpsuit and a single pistol would get a bonus to sneak in via air-vents

What I encourage my players is think what would happen practically in real life as opposed in the rules. If a player says that they are going to keep wearing there carapace armour going into an air-vent, as the GM point out they will encounter difficulty using it and most likely would have a penalty. If they decide to continue then hit them with the penalty.

Baldrick

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Xarthilias said:

 Thanks for the reply. I will allow the rerolls but any FP spent will count against the pool of FP available for the next session.

Problem 10. I can't find anywhere the penalties for wearing heavy armor for skills and such. In d20 we had Armor Check Penalty attached to every piece of equipment. By mind armor should affect the Agility skills. 

Question 10. Is there a table where these penalties are listed? To prevent an assassin sneaking around in bulky armor?

Errata

The AP (Armour Points) section at the top of page 144 should include the addition:

“Any armour that offers 7 or more APs inflicts a –30 penalty on the wearer’s
Concealment and Silent Move tests.”

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ItsUncertainWho said:

Xarthilias said:

 

 Thanks for the reply. I will allow the rerolls but any FP spent will count against the pool of FP available for the next session.

Problem 10. I can't find anywhere the penalties for wearing heavy armor for skills and such. In d20 we had Armor Check Penalty attached to every piece of equipment. By mind armor should affect the Agility skills. 

Question 10. Is there a table where these penalties are listed? To prevent an assassin sneaking around in bulky armor?

 

 

Errata

The AP (Armour Points) section at the top of page 144 should include the addition:

“Any armour that offers 7 or more APs inflicts a –30 penalty on the wearer’s
Concealment and Silent Move tests.”

Should we have RAWTC (Rules As Written Then Corrected)? Sorry Xarthilias I missed that one...

 

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 Ah Baldrick I wish things were this simple to be able to rely solely on common sense. But my players are the difficult sort. They don't want to be difficult but they are. I work at a game dev company (pretty big one) and at my table there are two art directors and two senior designers.  They are strongly opinionated people who expect that rules are laid bare in front of them so they can judge and prepare firsthand. You could say that it is min-maxing but with game-dev principles like "Rational Level Design", "Signs and Feedbacks" and "Error Management" buzzing around their heads, the transparency of the rules governing the environment becomes paramount. It may sound harsh but our exchange is more about concessions than revelations. I really need to stretch the fact that this is how these people are engineered, it is a professional flaw.

Taking your example with the person sneaking through the air vents, if one of the player is about to begin his infiltration sequence and I inform him that his armor is too bulky and that he should consider removing it for better results, my suggestion would be met with grudging acknowledgment as I clearly violated the "Error Management" and "Accessibility Curve" rule. The question emerging would be something of this sort: "Why didn't I knew this before taking the decision that infiltration would our approach?", "Why is the penalty for sneaking is more severe now than it was the previous air-vent crawling?". Sure I can conjure a hundred million reasons why this particular sequence is more difficult but that isn't the issue. The problem at the core is that these people question the rules consistency in the first place.

So without a clear understanding of these rules, designing an endeavor for these people is like performing cartwheels in a mined field while blindfolded. Arguing with an Art Director over the layout of a building, when in his profession architecture meets level design, is like arm wrestling with a mechanical arm from an assembly factory.

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That does sound difficult. I myself am fairly technically minded so I can appreciate some aspects of "common sense" not being at the forefront of my mind.

If you don;t want to outright demand compliance from your players, you could comprimise:
If a situation was not made clear to them then perhaps let them retroactively pick gear after they realise the problem.
For example, if they go "lolwut i can't sneak in carapace armour? That is not even suggested in the rules at all", let them retcon having removed their armour beforehand. This somewhat makes sense because if the characters have 'silent move' then clearly the characters would know the disadvantages of carapace+air vent.

One way around the architect problem is to remember that stuff in 40k is not generally well designed. Inefficiency is the norm.

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