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Dark Heresy
Serve the Emperor against the Forces of Chaos
Moderator: FFG Andy FischerFFGAntonffgjafferffgjoshGeckoMack MartinmauglirNocturneThe Spaniardynnen Topics: 2339 | Posts: 33401
Scroll of Eratta for W40K Dark Heresy
Published on 15 October 2012 - 09:49:13
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At least according to occasional postings on this board and my own experience, it seems that there are parts of the DH line that could be improved (e.g., "Ascention" being broken). Since the release of W40K Dark Heresy, it's been reported on the board that subsequent rules iterations have become increasingly elegant (e.g, the core mechanics of each major line are fixed/streamlined version of the previous line in addition to line specific stuff).

So, it seems to me, people (you guys and gals), could have done one of the following:

1. ignored it and just used the RAW

2. used the random eratta / house rules postings

3. converted the game over to a later system with some converison rules

4. done something else I'm not aware of

In previous pings, i've gotten references to #3, but they're mostly of the "you could use Rogue Trader, and somoeone once posted something about it but I can't find it."

I'd love to know for those who haven't done #1 what they've actually, successfully done so that I can just do that.

There's an option 5, where someone converts it over to some generic system, but I'm not sure that's relevant here.

Thank you in advance for your assistance.

Without Signature
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Reply #1 | Published on 15 October 2012 - 13:54:32

We've adopted changes to mechanics, talents, gear, pretty much everything from Black Crusade / Only War with the exception of the Psyker Rules.

The only reason we haven't changed those is that it's a bit of work (but most of that HAS been done already by No-one-here-Nathan, so it's really no excuse), and I'm not sure my slow-to-learn-rules Psyker-player would survive having to re-learn the whole thing :) That, and because I love watching him blow shit up with all the phenomena the original rules cause :)

We've kept the careers too, because they were all rank 8 when BC came out and I didn't fancy the work of a conversion. But you will find the DH classes as specialist/templates for both BC and OW on their respective forums, so this is also already done if you're starting a new campaign.

It sorta works. But there are the odd details that I really should address. The changes to the attack-actions means that people will generally score more successes, with more DoS meaning more hits. In OW this is balanced by Parry being a skill, which can be trained to +20 or higher. But no DH class has this option. You'd need to add this to all relevant classes, at the appropriate ranks. Perhaps having Parry scale alongside Dodge?

Tarald - The Dark Lord of Smeg
You're not drunk if you can lie on the floor without holding on

Author of the Players Datapad & The Excel Combat Datapad
Darth Smeg's House rules for playing DH with OW rules

 

 

 

 

Reply #2 | Published on 16 October 2012 - 04:18:03
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Plushy hacked the Dark Heresy character classes for the Only War ruleset and character creation system here:

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=304&efcid=46&efidt=679956

Looks like it got some good feedback.

My group pretty much just uses Dark Heresy RAW though.

 

Interogator Z.

Idolatry is worse than carnage.

Reply #3 | Published on 16 October 2012 - 07:33:15

I do Option #1 and use RAW.  Never looked back, never regretted it, and everoyne,s happy, GM and players alike.

 

People who buy the game only to use another game system are silly billies.  What a waste of money to buy a book only to never use it….Might as well play cowboys&indians if you're gonne wing it.

My Dark Heresy Game

http://dark-heresy.wikispaces.com/Dark-Heresy+Redux

 

Reply #4 | Published on 16 October 2012 - 07:46:29

It's not as if we never use the book, or as if we didn't use it exclusively before the other games came out.

But to ignore improvements that come out later because "the original is best, and what I payed for" is just silly ;) (See how 2 can play that game?)

It's like sticking with Dos 5.0 because that whole windows-thingy is not what you payed for, right? 

Tarald - The Dark Lord of Smeg
You're not drunk if you can lie on the floor without holding on

Author of the Players Datapad & The Excel Combat Datapad
Darth Smeg's House rules for playing DH with OW rules

 

 

 

 

Reply #5 | Published on 16 October 2012 - 09:05:31

No, but if I start a DH game, I won't switch to RT psycik powers for example, because they are less deadly and more 'Psyker-friendly' (read: less-dangerous), as being a psyker should be a dangerous buisness, rather than having the ability to do powers at half force without any consequence whatsoever.  Nor do I see reason to use the +10/+0/-10 attack modes rather than the original +0/+10/+20 in DH right now.  Make for more lethal combat, as DH should be a thinking man's game (as in, more leaning toward investigation with some combat rather than combat with a side of investigation) so giving points for planning and preparation rather than for kicking the door, shooting boltguns. 

I'd rather have my players use their brains to figure out a situation than "I attack!" right off the bat.  Not saying that combat is never apart of my games, but I'd rather have the PCs plan and execute an ambush or whatever than a classic "massed rumble" scenario.

 

 

 

My Dark Heresy Game

http://dark-heresy.wikispaces.com/Dark-Heresy+Redux

 

Reply #6 | Published on 16 October 2012 - 09:34:30

Our group has 'tweaked' some of the Talents and rules we felt address oversights in the original descriptions, but we tend to stick to the RAW for whatever game we're playing (DH, RT, DW or OW). No one's complained.

For instance, we've adopted the OW rule that Assassin Strike can only be used once/turn despite there being no such restriction in DH. Other 'little' things like that that felt to us like 'errata-style' changes as opposed to wholesale rewritings of talents and traits.

We haven't tried changing any of the Psyker rules either: the may be broken but at least they're entertaining. If any of us ever rolls up another psyker, we might revise them but for our current game they're fine.

We're still on the fence about the new Single shot/Semi-/Full-auto rules. They make sense to us but we haven't played with them enough to know if it will significantly impact the game balance of, say, DH or DW. It's likely we'll have a better idea when the final version of OW comes out and we play through a campaign.
 

"These our actors, / As I foretold you, were all spirits,/ Are melted into air, into thin air, / And, like the baseless fabric of vision, / The cloud-capped towers, the gorgeous palaces, / The solemn temples, the great globe itself, / Yea, all which it inherit, shall dissolve / And, like this insubstantial pageant faded, / Leave not a rack behind." Shakespeare's The Tempest, IV.1

 

Get your Bard on at the Bard Brawl!  

Reply #7 | Published on 16 October 2012 - 10:22:02

Braddoc said:

 Nor do I see reason to use the +10/+0/-10 attack modes rather than the original +0/+10/+20 in DH right now.  Make for more lethal combat, as DH should be a thinking man's game (as in, more leaning toward investigation with some combat rather than combat with a side of investigation) so giving points for planning and preparation rather than for kicking the door, shooting boltguns. 

Actually, my experience has been that +0/+10/+20 reduces thinking because in almost all cases you should be using the highest rate of fire of your weapon. It virtually guarantees that people will kick down the door and lay down as many bullets as possible because who would pass up +20% to hit unless they're using a Basic weapon with the Accurate quality?

When I first played with the +10/0/-10 rules, I was amazed by how much this changed: all of a sudden range and other factors became much more important. It made sense to make a single shot, especially with targets farther away. Not to mention, this +10/0/-10 makes great sense: full-auto can tear through people at short ranges but if someone is standing 200m away, recoil makes it difficult to keep the shots concentrated on a small (re: man-sized) target. There really is a trade-off between accuracy and 'volume'. And, it suddenly makes pinning and overwatch and suppressive fire much more tactically viable.

One of the (selfish) reasons this rules appeals to me: I play a Moritat Reaper with two mono-blades. My friend plays a tech-priest with an autogun and AP rounds. Even after buying Ambidexterity, Two-Weapon, Swift Attack and Lightning attack, I get 4 attacks, all of which are at -10. (However, with OW rules, these are resolved like a full-auto, at -10, as well). My tech-priets buddy, at 0 XP cost and with a pretty common weapon, get +20 and up to 10 hits. It's damned disheartening at times (but also epic). Besides, even when shooting at a -10%, the autogun's ROF is still super useful, especially at close range.

We also noticed that the autogun with AP - because of the combination of ROF 10 and +20 Full-Auto - was heads above more expensive and more 'powerful' weapons. No one wanted to take anything else.

"These our actors, / As I foretold you, were all spirits,/ Are melted into air, into thin air, / And, like the baseless fabric of vision, / The cloud-capped towers, the gorgeous palaces, / The solemn temples, the great globe itself, / Yea, all which it inherit, shall dissolve / And, like this insubstantial pageant faded, / Leave not a rack behind." Shakespeare's The Tempest, IV.1

 

Get your Bard on at the Bard Brawl!  

Reply #8 | Published on 16 October 2012 - 12:29:13

Remember that firing full auto is a full action, so you can spray bullets around, if there's nothing solid between you and your target, 'pretty sure you'll get shot down come the opponent's turn, which means you got to at least plan a bit ahead of time before going all shooty.

Pistols rarely have a semi or full setting, and pistols are quite used by my players; perfect for gun'n'move, so are melee weapons slash'n'disengage (after an acrobatic test of course)

Again, investigation over combat, so being undercover or hidden in the crowd is a good tactic, and its easier to do so with a pisotl and a knife than with an autogun with laser sight, silencer, fire selector and loaded with AP, nonchalantly hanging by a sling on your back (except if you're going undercover in an underhive or warzone, which is rarely)

 

My Dark Heresy Game

http://dark-heresy.wikispaces.com/Dark-Heresy+Redux

 

Reply #9 | Published on 17 October 2012 - 07:43:30

 We tried the switch for a while. Once I had a chance to look over the Black Crusade rules I thought they were quite sleek, and decided to integrate them into our DH game. Bah. I had a Guardsman that murdered Nemesis-level villains with a combat knife. WS in the 50s, Lightning Attack, Damage was d5+8 Pen 2. It was apparent things were going to spiral out of control rather quickly. From that point on I backed off my HO for Black Crusade's rules, and decided each game is self-contained. We'll use the errata for each game, implement a few House Rules here and there, but otherwise no fiddling. Well, except for some weapon abilities/buffs, the change to modifiers for RoF, but nothing anyone else hasn't done I'm sure. Things from Black Crusade in strict moderation, otherwise RAW.

Without Signature
Reply #10 | Published on 17 October 2012 - 07:52:46

Braddoc said:

Remember that firing full auto is a full action 

Not in the BC/OW rules. Most of the combat actions are now half actions, which leads to much more fluid battles, where you can move and lay down the fire/mele attacks of your choice, etc.

Tarald - The Dark Lord of Smeg
You're not drunk if you can lie on the floor without holding on

Author of the Players Datapad & The Excel Combat Datapad
Darth Smeg's House rules for playing DH with OW rules

 

 

 

 

Reply #11 | Published on 17 October 2012 - 09:24:56

Macharias the Mendicant said:

For instance, we've adopted the OW rule that Assassin Strike can only be used once/turn despite there being no such restriction in DH.

Why?

The later version doesn't really get the whole "Dervish of Death" thing which the original Talent did. It becomes more "Hit and Run" (though it obviously could always be used for that as well). I think it made sense for Deathwatch, as the idea of a Space Marine leaping about was a bit absurd, and instead I envision it as more the Marine barrelling through people with sheer momentum, but I don't see any problem with the original for a normal human Assassin. Maybe some limit placed on how many times you can do it relating to the amount of armour you are wearing, but not turning into the rather bland thing it is now.

Without Signature
Reply #12 | Published on 17 October 2012 - 12:05:34

It doesn't have a huge impact on the "dervish of death" thing, to be honest. Most of the time, I use assassin strike to move from the last standing enemy in one group to another group of enemies, which means I become engaged in melee with more than one target and can make my remaining attacks anyhow.

And then there's the Reaping Talent, rewitten in OW (I can't remember the new name though) to make it a much more interesting option: it no longer stops the moment someone parries you.

To answer the question: it seemed to us that assassin strike is pricesely meant to be hit and run: you come in, attack your enemy and then get away so they can't take their full range of attacks on you (or you rush to another enemy). It's still super useful. And, consider this: you can only use the same action ONCE in a turn.

(besdies, with 4 attacks you could potentially move 4 times…. in about 6 seconds.)

"These our actors, / As I foretold you, were all spirits,/ Are melted into air, into thin air, / And, like the baseless fabric of vision, / The cloud-capped towers, the gorgeous palaces, / The solemn temples, the great globe itself, / Yea, all which it inherit, shall dissolve / And, like this insubstantial pageant faded, / Leave not a rack behind." Shakespeare's The Tempest, IV.1

 

Get your Bard on at the Bard Brawl!  

Reply #13 | Published on 17 October 2012 - 12:42:28

 

 

Darth Smeg said:

 

Braddoc said:

 

Remember that firing full auto is a full action 

 

 

Not in the BC/OW rules. Most of the combat actions are now half actions, which leads to much more fluid battles, where you can move and lay down the fire/mele attacks of your choice, etc.

 

 

 

That was to answer to Macharias the Mendicant's line about who would pass a weapon with a firing mode that gives you a flat +20 to hit in the DH rules.

My Dark Heresy Game

http://dark-heresy.wikispaces.com/Dark-Heresy+Redux

 

Reply #14 | Published on 17 October 2012 - 22:49:59
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Alekzanter said:

 We tried the switch for a while. Once I had a chance to look over the Black Crusade rules I thought they were quite sleek, and decided to integrate them into our DH game. Bah. I had a Guardsman that murdered Nemesis-level villains with a combat knife. WS in the 50s, Lightning Attack, Damage was d5+8 Pen 2. It was apparent things were going to spiral out of control rather quickly. From that point on I backed off my HO for Black Crusade's rules, and decided each game is self-contained. We'll use the errata for each game, implement a few House Rules here and there, but otherwise no fiddling. Well, except for some weapon abilities/buffs, the change to modifiers for RoF, but nothing anyone else hasn't done I'm sure. Things from Black Crusade in strict moderation, otherwise RAW.

Huh? Assuming he rolled really well, that's a 40 WS base, with a cap at 60 (or 65, I can't remember), then -10 for Lightning Attack… 5x a 1d5+8 Pen 2 attack sounds pretty much chump damage against anything in decent armor. He'd take multiple turns to kill something like a Storm Trooper, let alone someone rocking Power Armour or anything with an Unnatural Toughness.

 

I'll take this moment to once again bless FFG for changing Unnaturals from a multiplier to a modifier. So much nicer, ugh!

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #15 | Published on 18 October 2012 - 07:29:32

Plushy said:

I'll take this moment to once again bless FFG for changing Unnaturals from a multiplier to a modifier. So much nicer, ugh!

Meh…for me, I'd rather like the 'old way', at least duobleing the TB, makes a Space marine really a step from a normal human, or an Ork a real dangerous, powerful Xeno rahter than being a bump over your regular schmuk

My Dark Heresy Game

http://dark-heresy.wikispaces.com/Dark-Heresy+Redux

 

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