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Correction, Talented doesnt seem to exist in OW. My bad.
Emperor, let Your undeniable light burn on the mishappen and twisted, so I can see them with pure sight, and purge them with righteous fire!
Peacekeeper_b said:
Sergeant: Shouldn’t have Command, Scholastic Lore (Tactica Imperialis) or Air of Authority. Sergeants are usually raised from amongst the rank and file who either proved themselves through bravery or just living longer than everyone else. Skills like Intimidate make more sense for them and talents that revolve around survival or team work (team up anyone?). Skills like command and talents like Air of Authority should be left for an Officer specialty not a NCO class. You can save yourself lots of work by changing the specialty to Officer and not that it covers both commissioned and non commissioned officers.
Ogryn: Should be a homeworld not a specialty. Just with a narrow specialty options (such as Heavy Gunner only)
Ratling: Should be a homeworld not a specialty. Just with a narrow specialty options (such as specialist only)
Specialties should be placed after the creation/advancement rules so you read how it works before you read what you can be. It’s an esthetic thing that’s all.
Skills: Much like there is a dodge and parry skill, I am a big fan of making weapon talents into skills. So you use have your BS/WS if unskilled, your full WS/BS if trained and gain the +10, +20 and +30 as with normal skills (and perhaps even the talented talent for +10 more). Or you can do blanket skills like Shoot (BS) and Strike (WS).
Talents: Lightning attack should go back to the Dark Heresy styles as should Swift Attack.
Ogryn and Ratlings are only used for two things, Remember they are abhumans and viewed with suspicion by many, and barely tolerated. They are only really tolerated where their particular skills are useful. Ogryns don't act in any role except being Ogyrns (ie dimwitted assault troops). Ratlings are only really employed as snipers.
Specialities being placed before character creation seems fine to me. Makes the players think about what they are going to be before seeing which is "the best".
If you want a return of the old Lightning Attack etc, then parry should no longer be a skill. Allowing it to get to +40 (or even 50) over WS makes it too good, unless you have the need to negate multiple hits from DoS. I personally prefer the old DH way of doing it myself, but you have to choose one system or the other, not bits of both.
Making Weapon Talents into skills is also messes around with things. That gives another +30 on top of the already generous bonuses that can be grabbed from all over the place.
borithan said:
Peacekeeper_b said:
Ogryn and Ratlings are only used for two things, Remember they are abhumans and viewed with suspicion by many, and barely tolerated. They are only really tolerated where their particular skills are useful. Ogryns don't act in any role except being Ogyrns (ie dimwitted assault troops). Ratlings are only really employed as snipers.
From what I can see from the main GW sources, most Abhumans are full Imperial citizens. Only beastmen and similar are subject to official restrictions. The idea that there is officially sanctioned discrimination against all Abhumans seems to have no 'cannon' support - please reference it if you find it. Obviously it's not an unreasonable assumption, but the Imperium being an aparteid society isn't the GW position - I stand to be corrected on this.
The IG codex only mentions Ratlings as snipers, but reading this as a hard limit is an over-reading imo. Ratlings might make excellent gunners on fixed emplacements or on aircraft. They might make good pilots. Modifying controls or given them MUIs isn't beyond imagining. Why not a Ratling medic? An Imperial Governor with a 50% Ratling population might wish to fill as many positions as possible with Ratlings.
This might make interesting section in a future supplement imo. Ymmv.
Without Signature
1.) I don't think that reducing the points is going to work. I'd want more randomness. Doing away with the points, and adding numbers from 1-00 for rolling.
2.) Heavy Gunner should've had +5 BS, after all you want to hit things.
3.) I disagree with this, Sgt are from the ranks but they are leaders. If you watch any war film you always have the tough ass Sgt that barks orders when needed. I do believe renaming it to NCO, allowing ranking up rather than just being Sarg.
4.) I agree specialist should at least be specializing instead of generalizing.
6 & 7.) Ogryn & Ratlings are fine as they are. There's Catchan Ogryns, and probably Ratlings if you push it.
8.) I see STs as grenadiers the toughest and best armored person on the squad.
9.) Agreed
10.) Agreed
11.) That'd be nice.
12.) Eh, they're fine as is. Skills do need to have a "b" on the character sheet to determine which skills at basic
13.) I like Swift Attack & Lighting attack working like S-A & FA.
14.) So far you can't learn new ones, but it'd be nice to do so.
15.) Sgt should be NCO, We don't need a scout but specialist could be the scout, Technician is a companion, Grunts aren't needed they're NPCs your playing specialists people who're worth mor to the guard.
I'd like to sugest to change the Aptitude fellowship in the weapon specialist for Offense or Defence.
yeah that whole aptitude system… I was kinda a fan, now I am more and more opposed to it. it's almost impossible for a psyker to be a valuable melee fighter. Every skill, Talent and Stat concerning Melee has to be advanced with 0 aptitudes.
I would like for them to include, that at chargen every character could add one aptitude of choice.
Without Signature
vogue69 said:
yeah that whole aptitude system… I was kinda a fan, now I am more and more opposed to it. it's almost impossible for a psyker to be a valuable melee fighter. Every skill, Talent and Stat concerning Melee has to be advanced with 0 aptitudes.
I would like for them to include, that at chargen every character could add one aptitude of choice.
That might be related with how they're focused on blowing people to bits with their mind, not club them to death with that fancy walking stick they get. They're Authorized Psykers, not Space Marine Librarians.
JuankiMan said:
vogue69 said:
yeah that whole aptitude system… I was kinda a fan, now I am more and more opposed to it. it's almost impossible for a psyker to be a valuable melee fighter. Every skill, Talent and Stat concerning Melee has to be advanced with 0 aptitudes.
I would like for them to include, that at chargen every character could add one aptitude of choice.
That might be related with how they're focused on blowing people to bits with their mind, not club them to death with that fancy walking stick they get. They're Authorized Psykers, not Space Marine Librarians.
so why do they have a whole melee weapon arsenal dedicated to them specificly and start out with a best quality low-tec weapon?
of course they have STR as an aptitude, because psykers are known for their bodybuilding heritage.
Without Signature
A staff is largely irellevant.
And a force weapon really just needs to hit. And that can come about a great many ways (e.g. psykers can buff themselves).
so it makes more sense for them to get the STR aptitude then a WS aptitude?
just to hit… so i guess in their training sessions they all stand around clumsy swinging wildly to just land a hit? no swift attack, no precision strikes, no lightning attacks, no dual-wiedling, nada? they just give them an extremely rare weapon and tell them: swing until you hit something?
Without Signature
I mean they buff using psychic powers. Instead of relying on sheer strength or skill they prepare themselves mentally. Abilities like Iron Arm or Warp Speed replace any need for straight WS or Str advances. As far as Swift Attack/Lightning Attack, well… Swift Attack is cheap enough to buy on its own. Sure, its still alot of XP, but its not unreasonable.
Heck, even invisibility is useful.
Also, where are your psykers magically getting their force weapons from? Its not really something covered in "training."
vogue69 said:
so it makes more sense for them to get the STR aptitude then a WS aptitude?
just to hit… so i guess in their training sessions they all stand around clumsy swinging wildly to just land a hit? no swift attack, no precision strikes, no lightning attacks, no dual-wiedling, nada? they just give them an extremely rare weapon and tell them: swing until you hit something?
In their training sessions they meditate, train in focusing their minds, learn rites of protection, recite chants of abjuration and generally learn how not to be the cause of a daemonic invasion. In fact, most don't see a psychic weapon in their whole lives, so it's unlikely they give them such a rare weapon during their training. They'd likely blow themselves up.
@JuankiMan
you forgot pushups, lifting weights and benchpresses 
IMHO they should scrap the STR aptitude and replace it with an aptitude according to the specialisation:
Biomancy -> Defense
Divination -> Fieldcraft
Pyromancy -> Offense
Telekinesis -> Offense
Telepathy -> Leadership / Social
Without Signature
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