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Made in gb
Crazed Gorger




While it would affect character weight since they're carrying x amount of stuff there isn't anything directly in the rules relating to how much weight different floor types can hold so it's something you'd just adapt for your own adventure. You're right with the strength relating to the amount the character can carry and that will be one of the main ways to reign in what the party brings with them as following some decent acquisition rolls there is nothing stopping someone owning a weapon for every situation so you control it via their ability to carry all that stuff they bought. I wouldn't limit it to the extent Pathfinder does though since they wont be carrying everything they acquire all the time as anything they dont need at the time can be left on the ship.

Finally I'd check through the Erratta as FFG screwed up some of the weights in some of the printings (a meltagun weighing 5kg more than a multimelta for example).
   
Made in gb
Sword-Bearing Inquisitorial Crusader





Near London, UK

Mekboy_Rulk wrote:The voystran guy wants to have a heavy weapon, say an auto cannon equivlent (autocannons too powerfull, i just wanted to give an example of the type he wants to have, like perhaps a smaller less powerfull version)

A heavy stubber could work, but bear in mind, Arch Militants do not normally get the option of either Heavy Weapons Training or Bulging Biceps until Rank 4, which is a lot of XP to earn.

You could offer the Training as an expensive Elite advance (but don't feel you have to be overgenerous. It will mean he takes most of the glory in combat.) or let him run around untrained, which would mean hefty hit penalties (particularly unbraced) and more chance of jamming.

(It is a bit daft you can get "Weapon Master (Heavy)" before you're actually able to use them properly, but given how devastatingly powerful it would be on low rank characters, perhaps not a bad thing.)

he also said he wants bionics , which i replied with if you get wounded and lose said item of body you can buy one to replace it.

Voluntary replacement is normally an option. If the character has the kind of "purity of the machine" or "machines are just better" thing, then I wouldn't discourage that entirely.

he was wondering if weapons can be built into bionic limbs , and if they increase strength

The rules for the strength are set out in the armoury, p148. Normally, a common quality limb does not provide any strength bonus. There's also more cybernetics he might be interested in there too. (Synthetic muscle grafts and Sub-skin armour for two).

Built-in weapons - yes, they can be. There's rules specifically in Dark Heresy's Inquisitor's Handbook, although I'm assuming you don't want to buy sourcebooks for just a few things in them. The short version is that they're going to make the limb rarer, and unless you buy very high quality, weapon malfunctions will disable the limb as well.

Overall though, you should REALLY remind this guy that it's not just about killing bad-guys and being as hard in combat as possible, it's about playing the part of a character.

say theres a locked door, could a guy/girl punch through said metal door if it was weak enough with the bionic limb if it was strong enough?*

Entirely up to you. If you want more solid guidelines, the rulebook gives armour values for different types of cover, and just treat it as an attack with knuckledusters or something (with the appropriate strength bonus, of course). Remember though, it would strictly be Primitive damage, so they wouldn't really be punching through more than about 4 APs, even if they were particularly strong, without a righteous fury or something.

That said, it can be a cool lateral solution to problems. In Inquisitor, I've had characters use bionics to punch through brick walls in order to grab someone on the other side.

Also can someone explain weight?

You're asking quite a few questions that a good read-through would answer. Most of this is covered in "Carrying, Lifting and Pushing Objects", p267. As far as Melee weapons, they add Str Bonus to damage.

There's nothing specific on floor strengths, but if you want to include something like that in a story to get the characters to travel light, go for it:
"The floor creaks ominously as you step on it, and you've barely gone more than a few steps when splinters fly and one of your feet disappears through a rotten plank. Even when it was fresh and new, this house wasn't designed for your hulking frames and full backpacks, and centuries of abandoned disrepair hasn't improved that. If you don't want to risk disappearing through the floors, you'll need to decide what you've really got to take with you."

You don't have to be too specific about weight limits (in fact, you shouldn't be, or players might start calculating their limits), but if a big character with lots of heavy-duty bionics refuses to go without his heavy bolter and full carapace armour, bring him down to size with a trip down through a couple of floors when he starts prancing around during combat.

This message was edited 1 time. Last update was at 2012/01/15 17:05:11


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Made in au
Esteemed Veteran Space Marine





Australia

A skilled gm will give give the illusion of complete freedom while leading the players through an interesting and exciting story.




I would recommend reading this very helpful guide full of tips to GM as a novice GM myself i found it contains some very good information

http://www.giantitp.com/forums/showthread.php?t=76474


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Made in gb
Yellin' Yoof




NORTH WALES, UK

Thanks for the replies

Thanks for the replies again, clears up more things for me , nice ideas about the punching through terrain and floors

also the reason im asking isnt that i cant be bothered , or anything else, its just i want to know as much as i can before i buy the rule books etc. I havnt bought it yet as you can only buy in in American dollars, and while that may not sound like an issue im 16 , nearly 17, so id have to get my family members in America to order it, then ship it across for me I want to be really sure i know what im getting before i get it, and the other players are asking about certain things, so its 3-4 people asking little things to me, which im relaying to the forums kinda strange but yeah. Hopefully il be getting the money soon (say within 2-3 weeks) then i can get the book for real


" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in gb
Sword-Bearing Inquisitorial Crusader





Near London, UK

Mekboy_Rulk wrote:I havnt bought it yet as you can only buy in in American dollars

... Sorry, but I have to laugh. My own copy was bought and paid for in pounds sterling.

While the FFG site is all in dollars, it is sold by many UK suppliers, often at a discounted price relative to FFG's own site (particularly if you add in exchange commissions). Mine came from Amazon UK, but you can also get it from many wargaming webstores or by its ISBN 978-1-58994-675-0 from any high-street bookstore that actually wants your business, provided you're willing to wait for it to be delivered in.



DR:80S(GT)G(FAQ)M++++B++I+Pinq01/f+D++A++/sWD236R++++T(S)DM+
Project log - Leander, 54mm scale Mars pattern Warhound titan 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

AH right , thanks!

have to laugh i didnt know you could do that, i had looked on amazon but i couldnt get a result up , though id have to get it from the site, i also like the buying it new rather than 2nd hand, lots of people say are you crazy! you can get it much cheaper , but i prefer to by it new, feels like its my own that way

also my family tend to be "Technophobic" , i say mosty sites are safe , but they dont trust internet with details much lmao, unless its a proper offical site, i mean like GW, AMAZON, TESCO,GAME ....... you get the idea.

Thanks for the info on the book stores and the code etc, i didnt think you could do that, i always thought if they dont have it listed , they dont supply it. Learn something new everyday

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in gb
Sword-Bearing Inquisitorial Crusader





Near London, UK

Mekboy_Rulk wrote:I had looked on Amazon but I couldn't get a result up, though I'd have to get it from the site, I also like the buying it new rather than 2nd hand

Here we are - Amazon link. One brand new copy, unsoiled by sweat or cheetos dust, and sold by Amazon rather than a 3rd party Amazon retailer.

I didn't think you could do that, I always thought if they dont have it listed, they don't supply it.

It's perfectly normal. While it's much less common to see done in this internet connected age, before the advent of web mail-order it was often the only way to get hold of specialist books.

After all, they can't carry everything on the shelves, but it's easy to get a copy added to their next delivery to be held behind the counter. Selling books is how they make money, so only being able to sell what can be kept constantly in stock would rather limit their turnover.

DR:80S(GT)G(FAQ)M++++B++I+Pinq01/f+D++A++/sWD236R++++T(S)DM+
Project log - Leander, 54mm scale Mars pattern Warhound titan 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Thanks so much for that MarcoSkoll , just placed an order of the core rulebook and game masters kit ( might aswell have it now for a cheaper price than later at full price )

Game master kit should* come tuesday, core rulebook said similar but may take longer ( my post man suuuuuuucks )


hopefully i should get it soon

*looks into dusty , spiderweb laced pockets* hmmm ...... could do with waiting awhile before more purchasing haha

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Rule book and GM kit came toady shall looks through and create a new thread with questions that arise Thanks so much for your time guys

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in ie
Hallowed Canoness




Ireland

Have fun reading!
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

I've deeply enjoyed the system of RT and I'm sure you will as well, it gives a pretty awesome feel for humans but take my words closely to count... I like Orks i am ork player for the love of god in 40k but they are a big too powerful if you accept them prepare for a character you need to fight through less than conventional means normally pyskers, sniper rifiles and anti-tank weaponry. Things that produce willpower tests and fellowship are the best challenges for them as I have pinned our ork player from advancing more rounds than I care to admit

Kroot are very strong but glass cannons their best defense in sneaking into melee and beating down the enemy to avoid gunfire like in actual 40k they come off to me as the most accurate of the 40k races so far that I've seen. no real need to change up gameplay because of them but they do regenerate life very easily so if you are wanting to oppress them in battle make sure to use quality over quantity.

As far as humans the only thing I can say is play smarter than them and give your players chances to outwit their enemy even if it wouldn't make sense. The ability to sneak up on a group of bandits who know an attack is coming sounds unlikely but just come at it from new angels this is good cause it gives the characters a mental reward for it.

Ship to ship combat is a bit ... strained for my taste it normally takes forever and leaves the players a bit bored if they can't prove of use. My suggestion is ask what the players want from time to time focus on "on foot encounter" "political encounters" or "Ship encounters" This way you know how to focus your story. My players seem to love the old school hack n slash methods of on foot encounters with the occasional battle using their gun-cutter ship. They avoid ship battles till i bring them to them and political encounters are rare for the group just due to their preferences.

If you and your gaming group are new i suggest making sure to describe AS MUCH about threats as possible even to the point where your players are saying 'get on with it'. this helps give them a immersion feeling into the story and often the group will find me acting out a horrible hullghast as it screeches and sprints at them grunting a huff with each gangling step. These sorts of little pantomimes and vivid displays might make you feel stupid at first but i assure you it sets the mood! If someone laughs simply push through I've DMed for 12 years and I can say that it is my best advice to you if you want your players to get excited about game not just simply play it. In other words if you already scream WAAAGH when you play 40k get ready to do it give dialogue in that accent prior to it.

"Oy! Humies!? Time to strip off dat soft pink skin wif our choppas right boyz!? WAAAGH!!!"

mechanics are a bit confusing i suggest making photo copies of the chapter that is listed as "PLAYING THE GAME" and offering it to your players this will allow them to understand the mechanics such as bonuses and negatives to hit, how certain ambient things like lighting might pan out into a win or lose situation as well as actions like Maneuver and Grapple which are often employed in my games (not to mention semi and full auto fire lol)

all and all just make sure you tell the group that mistakes will be made and anything is negotiable with you as a GM but you have final say till a rule can be provided and for sake of speed you'd rather make fast judgment calls as opposed to looking somehting up to be right. That being said if you know the exact section ect take the extra time but if you have no idea where to look up what quality does for your armor or weapons than just simply make up a rule (btw i can answer that for your real fast if you ever need it)

Be fair, be engaging and be fun that is all you need to know. If one of those things isn't happening ask your players how you can make it happen.

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Made in us
Frenzied Berserker Terminator




Hatfield, PA

Balance wrote:Do whichever everyone wants.

For a rookie GM for any RPG, the biggest threat tends to be that players can take advantage of them. Don't let the players control the game.

The second threat is not letting the players do anything they want. The players need to drive the story.

Yes, these two concepts are contradictory.


Not really...the idea is tha the players drive the story, but the GM drives the game. Each has their own balliwick to control. The GM needs to keep the game world consistent and the power level where they want it while the players pick the direction their characters go in within those boundaries. Forcing players to follow a specific story track to the exclusion of all others, despite player protests is bad. The GM giving the players everything they want for their characters without regard to balance or how it will affect things is also bad.

Skriker


Automatically Appended Next Post:
Mekboy_Rulk wrote:saying that i assume the GM gives them a set of options and they choose? or can they do a spur of the moment thing and do something differently which id have to compensate for?

how much control as a GM would i have over story line? i know players have a fair bit of freedom, and id like them to make their "own" story as it goes along, but i understand i have to be their "guide" , does that mean i choose the possible paths and they choose from them? does that mean i have to generate a response to their actions?

say a character dies, can they make a new one? im guessing the later in the story the harder it will be to make a new character with no exp.

so far its 1 for DW, 2 for RT and 1-2 undecided. If Rogue trader is chosen, one player asked me if they can play as an Xeno. For the first few games, we feel all playing human would be straight forward enough to learn rules, but i think we all would like to create an xeno if possible. Id choose a Kroot , id love that to be possible, as Kroot are AMAZING


OK in order...

The GM can give them options, but you have to be ready if the players ignore your options and do something else. This is tougher for new GMs than established ones. Once you get a handle on the system you are running this will get a lot easier.

As for the overall story line, as the GM it is my job to create the overarching campaign and up to the players how they interact with it. My campaigns are alive and things are always happening in the background even if the players are ignoring it. So the players hit a small roadblock for their trading, but blow it off. No big deal. The story keeps rolling whether they investigate now or not. Eventually the roadblocks become bigger and bigger and harder to ignore their impact so eventually the players will take a look.

Your'll learn to not spell out every little detail about things for your adventures and how much is enough for you to run them without going insane on something that the players might not do. This decreases your frustration and also decreases the likelihood that you will resent your players blowing off your hard work. When I am running that overarching campaign and want the players to learn important information I just fit it in where it makes sense based on their direction. If the only way the players can learn a vital piece of information is to talk to a specific, but hardly noticable or obvious NPC that they would really need to randomly choose to address then they will likely miss it and the adventure goes off track. If instead the information comes for a specific *type* of source you can fit it in wherever.

As the GM you must come up with the responses to their actions. If they shoot down a customs type vessel on a planet what will the repercussions be if they are discovered? That is your job to figure out.

As for character death, yes you can have them make new characters and then need to introduce them into the campaign. Bringing a new character into a current campaign should usually involve giving the new character an average XP total from the current existing characters so that they are not completely useless, especially in a campaign that has been going on for a while. You want the player to continue having fun in the game.

For learning the rules it might make sense to just roll up some random characters as the GM and distribute them to get people up and running and try out the new rules. After people have played a couple of sessions with these characters *then* get everyone to make the character they want to play and start the "real" game. Or you can get people to make all humans to make things more simple upfront for learning and then as the story goes on you can let someone add a Xenos character as a replacement and roleplay out the scenario where this Xenos becomes part of the crew.

Skriker

This message was edited 1 time. Last update was at 2012/01/24 18:14:14


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