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2015-06-19, 08:02 AM (ISO 8601)
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- Somewhere in Midgard
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
My players captured a shipyard/drydock in spess. What are some good ways to mess with them other than having those still loyal to the old regime on board or the usual mechanical miahaps?
My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P
Steam ID: blacklight101
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.
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2015-06-19, 08:08 AM (ISO 8601)
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- Oct 2011
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- Ho Chi Minh City
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
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2015-06-19, 09:09 AM (ISO 8601)
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- Feb 2005
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
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2015-06-19, 10:03 AM (ISO 8601)
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- Oct 2007
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- Somewhere in Midgard
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
And some of their shenanigans earned some of it, certainly. 'Stealer hybrids, some good ol' tech heresy, and people trying to reclaim it are probably best.
Should I have the first hybrids able to over-rotate their necks a little too much? Just some hints that things are a little off, then OMG, PURESTRAINS! RUN!!!
Man, I may have to combine this with my wife's idea too. They might lose the shipyard if they arent careful now. I like it.
Thanks!My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P
Steam ID: blacklight101
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.
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2015-06-19, 04:09 PM (ISO 8601)
- Join Date
- Nov 2014
Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Never discount the possibility of pirates or eldar or eldar pirates.
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2015-06-19, 04:57 PM (ISO 8601)
- Join Date
- May 2011
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Or Necrons, the mutants living in the underdecks attempting to take over, a chaos cult attempting to plunge the shipyard into a warp storm, human pirates, Rogue Traders, the Inquisition, the Imperial Navy, etc etc etc.
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2015-06-20, 06:34 PM (ISO 8601)
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- Sep 2006
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- England
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
A Rogue Trader question for more experienced players. A friend who has been threatening to run Rogue Trader for ages tried a first session today to test the rules and everything seemed to go ok apart from the gunfight.
In a fight between two P.C.s and a Cyberskull and two bad guys over 25 shots were fired and no-one was even slightly hurt ! The armour I understand and the cover I got ( and we were actually unlucky) but its the Dodge skill I'm not sure we got right.
Anybody hit gets a Dodge to avoid the first shot, even if they are already behind cover, even if the weapon is firing las bolts at stupendous speed, they still get to Dodge them. Is that correct or did we mess up, cause y'know 25 shots without a wound seems a bit..........offAll Comicshorse's posts come with the advisor : This is just my opinion any difficulties arising from implementing my ideas are your own problem
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2015-06-20, 07:17 PM (ISO 8601)
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- Feb 2005
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Were they only getting one Dodge per turn? If so, that's not unreasonable if your dice are particularly bad. Starting-level Rogue Trader PCs are almost entirely dependent on their gear/starting Acquisitions to pump their stat checks, with basic/bad gear they're not much above Dark Heresy Acolytes (whose stats suck). So between low BS scores to hit, nobody firing on Full Auto (that +20 is huge when your BS is in the 30's), and then Dodge training (assuming everyone was trained, that is not guaranteed for all classes), then you can go for a slog like that.
Hitting in RT is about stacking modifiers. Inspirational bonuses from your Trader, firing on Full Auto, Good or Best-quality weapons, Red-dot sights, appropriate bionics - you can get some crazy to-hit modifiers going, and you can get some crazy Dodge modifiers as well. I remember playing a Kroot Mercenary character once, his Dodge score was in the 90's, and could get over 100 in low light conditions. Not very high ranked either - had the +10 Dodge training boost, but most of his bonuses were from cherry-picking super-valuable gear with my starting purchases.Last edited by The Glyphstone; 2015-06-20 at 07:18 PM.
NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
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2015-06-20, 07:22 PM (ISO 8601)
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- Aug 2006
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- sector ZZ9 plural-z alpha
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Yes, that's right. One dodge per person per round. It's an abstraction, and if the weapon is firing multiple rounds because full auto or something, it might not get rid of all of them. If everyone's trading single-shot fire around, though, it's entirely possible for the dodges to land that way, though somewhat unlikely.
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2015-06-20, 09:59 PM (ISO 8601)
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- May 2011
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
That's also why the characters should try to focus fire on targets that have already expended their Dodge for the round.
Last edited by Caimheul; 2015-06-20 at 10:00 PM.
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2015-06-21, 06:09 AM (ISO 8601)
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- Aug 2006
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- England
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
OK, just for clarity, I've never actually played a 40k RPG; I own a copy of DH2 (beautiful, beautiful book), but I keep looking at the rules and thinking "I'm going to enjoy playing this, but it's going to be despite the rules, not because of them". I think the 40k setting is an awesome one to RP in, even more so than Fantasy (which I've played a fair bit of and loved), but the DH2 rules (which I much prefer to DH1) are just a bit too clunky, not focused on investigation nearly enough for the style of game I think DH should be and there's a fair few holes.
So, I've been thinking of other RP-systems that could capture the feel of 40k and do it justice. One I've kind of settled on is "The One Ring", the Lord of the Rings RPG. It's narratively focused, has a corruption mechanic, a social encounter system that is both diverse and easy to use and an abstract combat system that is quick and intuitive (perfect for not taking the focus away from the "investigation" aspect of the game). All it needs is a new 'skin' to reflavour it from LotR to 40k.
I was wondering if anyone here that is familiar with both systems had any suggestions as to how I might go about this. I've some ideas of my own already, but I like to take any and all suggestions before positing my own.I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.
Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.
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2015-06-21, 10:58 AM (ISO 8601)
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- Sep 2006
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- England
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Thanks to everybody who answered, I'm glad to know we didn't get the rules wrong. (Of course we might alter them anyway but we will see how the Dodge rule works in less unlucky fights first)
Also isn't it time 'for name the new thread'Last edited by comicshorse; 2015-06-21 at 10:59 AM.
All Comicshorse's posts come with the advisor : This is just my opinion any difficulties arising from implementing my ideas are your own problem
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2015-06-21, 11:01 AM (ISO 8601)
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- Feb 2005
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Warhammer and WH40K RPGs III: Heretic Tested, Inqusition Approved
NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
-
2015-06-21, 12:11 PM (ISO 8601)
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- Jul 2011
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- Oxford, UK
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
I much prefer "With friends like these, who needs heresies?". A little more friendly to the WFRP side. Considering that the thread name discussion passed without consensus a few pages back before everything went quiet, I was planning to start a new thread with that name any day now.
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2015-06-21, 12:48 PM (ISO 8601)
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- Feb 2005
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
That implies anyone actually plays the Fantasy RPG.
NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
-
2015-06-21, 12:55 PM (ISO 8601)
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- Oct 2007
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- Somewhere in Midgard
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
I like it for the same reasons. Fantasy's just such a great system for creating characters. It's definitely given me some of my better ideas for characters, or at least their backgrounds. The 40k stuff is good and crunchy and I like it, but there's something about that WFRP 2E that I really enjoy more than other systems.My opinion and a dollar will get you a cup of coffee at the 7/11, most others want the dollar too :P
Steam ID: blacklight101
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
At an observation deck at Port Wander, seeing his ship for the first time and being introduced to the bridge crew/away team that he hired before arriving.
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2015-06-21, 01:43 PM (ISO 8601)
- Join Date
- Aug 2006
- Location
- England
- Gender
Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
I dunno, there was something about 2E that didn't quite gel for me. I came from years of playing 1E, so maybe I'm just coloured by my love of the first edition, but 2E was just felt a bit too...pandering? I'm not sure that's the right word, but for me WHFRP has always been about being the underdog, the not-so-impressive-or-important and where 2E goes wrong is by introducing those "special" Careers that are just troop-types from the wargame. I know 1E had the Trollslayer and such, but 2E has a whole bunch of them.
Don't get me wrong, the 2E rules are much neater and technically that makes it a "better" game, but part of the charm of 1E for me, was that the rules didn't quite mesh, that they were a little clunky/quirky/unbalanced.I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.
Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.
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2015-06-21, 04:19 PM (ISO 8601)
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- Sep 2006
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- England
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Last edited by comicshorse; 2015-06-21 at 04:41 PM.
All Comicshorse's posts come with the advisor : This is just my opinion any difficulties arising from implementing my ideas are your own problem
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2015-06-21, 06:22 PM (ISO 8601)
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- Jul 2010
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- Mt. Ebott
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
“I’m a Terrorist not an idiot.” - Me
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2015-06-21, 08:06 PM (ISO 8601)
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- Aug 2006
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- England
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Heh, yeah I guess. Call it incongruous if you will but 1E has a nostalgia value working for it. When something new comes out, however, I expect it to be an improvement over previous iterations. 1E WHFRP was the first iteration of the series that has most recently produced DH2, so I can forgive it its eccentricities. DH2 on the other hand, whilst better than DH1, is still a clunky game and after however many editions of WHFRP and the whole series of 40k RPG's (DH1, Rogue Trader, etc.) I'd expect it to have ironed out a few more wrinkles than it has.
I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.
Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.
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2015-06-22, 05:20 AM (ISO 8601)
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- Feb 2005
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
It's a pity GW just killed the Fantasy license for all intents and purposes. I might have liked a Fantasy RPG built on the DH/RT/DW game engine.
NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
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2015-06-22, 08:10 AM (ISO 8601)
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- Jul 2011
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- Oxford, UK
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
I would be unsurprised by WFRP 4E set in the Age Of Sigmar or whatever they're calling the new universe.
Anyway! Here is a new thread, since we will be hitting page 51 pretty soon.Last edited by LeSwordfish; 2015-06-22 at 08:11 AM.
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2015-06-22, 03:37 PM (ISO 8601)
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- Dec 2014
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- Arizona
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
Despite an absolutely glacial writing pace, the next chapter of the All Guardsmen Party is finally up!
We head out to catch a cool bug for our boss. Cells are repaired, an incredibly hostile system is visited, Space Marines are met, communications breakdown repeatedly, and a journey is started.
Here's the HTML, archive, and imgur links to The All Guardsmen Party: Tyranid Acquisition Experts:
https://googledrive.com/host/0B3Z9sX...dFWXM/agp.html
http://suptg.thisisnotatrueending.com/archive/40747009
http://imgur.com/gallery/iVHrS//
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2015-06-22, 03:58 PM (ISO 8601)
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- Jul 2011
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- Oxford, UK
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Re: Warhammer and WH40K RPGs II: Burning Witches, Heretics, and Fate
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