ThatMG wrote:Forge world is not
gw-authorised rulesets. The are unofficial rules with
GW consent to be published that is all and anything
FW tells you is a lie because they want to sell models durr.
E.g. you don't use forge world models unless your opponent allows them and there are models from
FW that are broken in rule terms for standard
40k
This attitude of not home brewing is a glaring issue with many people who want to add more roleplay into a game (Check out
DnD DM books has some awesome guides on taking a game to the next level, that can be applied to any game).
Some players are to concerned on what's
OP rather than what's fun and creates a narrative, Using homebrew allows you to tailor the rules to be more interesting this is a good thing.
If your playing apocalypse (most likely if using primarchs) or a game like this and your worrying about what is
op/metagaming your army list your doing it wrong and you fun will be a lot less
The point is playing a story based game that rewards all players and creates a story rather than a normal play to win
The release of the primarch rules actually gives MORE chance to homebrew cause we now have guidelines that we can follow to make our own versions.
Also not being able to use is terrible logic (that is normal game mentality) what you should do is play a game with that persons take on a primarch (play testing) then you can modify it if needed.
Also a point both
DnD and
40k has is the RULES are GUIDELINES and ARE OPTIONAL. this single point can make awesome games if you say YES instead of NO
One: There's no way to have 'unofficial' rules that are 'officially' published. It's one or the other. If they're sanctioned by
GW, they're 'official'.
Two: The supposed 'brokenness' of Forge World models is virtually nonexistent when weighed against the 'brokenness' in many official Codexes, and the vast majority of relevant Forge World models are officially sanctioned in
40k games now as a patch to ensure that flyers are less broken than they could be.
Three: Dungeons and Dragons and Warhammer are not comparable games. D&D is cooperative rather than competitive, it is not intended for random one-time pick-up games, and it has something called Rule Zero (what the
DM says goes) that is missing from Warhammer.
I don't disagree with all of ThatMG's points. In fact, I agree with many of them. I'd simply like to add a bit of clarification: Everything in his post that does not deal with griping about Forge World is perfectly valid when applied to homebuilt scenarios and campaign play, not to pick-up games.