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Ooooh. Great that FFG actually changed that.
I'm okay with this.
MILLANDSON said:
Great success! 
I think I actually prefer these to the Black Crusade ones - fewer *50xp expenditures, and more round 100s - I approve!
You mean I'm not the only GM who has a perverse lust for round numbers? I thought I was the only one.
I still think the cost for skills and talents with no aptitudes are slightly too high; for talents, I'd go 600, 800, 1000. For skills, they are a little too high, but the BC model is awkward, and makes it very close to the 1 aptitude; might have to settle for good enough here, or a variable scaling. Also, the Expert characteristic for no aptitudes is just ridiculous (although it probably won't come into play too much); I'd drop it to 1500 max.
Mortem incipiens est
I'm fine with the new skill costs. The main thing is getting the base training, thats at least now attainable. Getting above and beyond that may be questionable, but thats OK.
As far as talents go, I think the T1 0 apt talents are probably a bit expensive (Sound Constitution for non toughness/defence classes is just way too expensive still).
I'm fine with the higher tier talents using that xp cost as a barrier to entry though.
KommissarK said:
I'm fine with the new skill costs. The main thing is getting the base training, thats at least now attainable. Getting above and beyond that may be questionable, but thats OK.
As far as talents go, I think the T1 0 apt talents are probably a bit expensive (Sound Constitution for non toughness/defence classes is just way too expensive still).
I'm fine with the higher tier talents using that xp cost as a barrier to entry though.
That's true. Sound constitution should probably be toughness/general, so it's a 1 aptitude advance for everyone.
DJSunhammer said:
KommissarK said:
I'm fine with the new skill costs. The main thing is getting the base training, thats at least now attainable. Getting above and beyond that may be questionable, but thats OK.
As far as talents go, I think the T1 0 apt talents are probably a bit expensive (Sound Constitution for non toughness/defence classes is just way too expensive still).
I'm fine with the higher tier talents using that xp cost as a barrier to entry though.
That's true. Sound constitution should probably be toughness/general, so it's a 1 aptitude advance for everyone.
Sounds like a reasonable change.
Iron within, Iron without!
"it wouldn't be 40k if no skulls were involved"
-Cifer
Sounds good to me too. 300xp isn't an small amount, and with the TBx2 limit in place for how many times you can take Sound Constitution you won't get weedy specialities bulking out unless they sink even more XP into boosting their Toughness.
More than that, the cost of a Sound Con advance multiplies by the amount of Sound Con advances you have already taken. If you have 3 already, the fourth will cost 3 times the base amount.
Snidesworth said:
Where does it say that? That's insane.
Aye, I've not seen that said anywhere, and it's never been that way in any of the other 40k RPG books.
~Yea, Tho I Walk Through The Valley Of The Shadow Of Death, I Shall Fear No Evil~
Rogue Trader, Dark Heresy, Deathwatch, Black Crusade + Only War Playtester
Star Wars: Edge of the Empire Playtester
I do not speak in any official capacity for FFG, all my posts are my own opinion, speculation, etc.
One of Three Founders of Dark Reign
I'm not sure. I swore I saw it when I was browsing the book. It may relate to something else though or simply be something my brain put together on its own.
I must have mixed it up with Munitorum Influence, which does get more expensive as you take more advances or otherwise increase your Logistics rating.
Maybe you confused it with MUNITORUM INFLUENCE which adds five times the actual logistic rating of the squad as additional xp price. It is the only talent that I can remember, which has an additional cost. Well and the psy rating of the psyker, which cost raises with every time you buy it.
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