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![[Post New]](/s/i/i.gif) 2015/01/14 00:20:50
Subject: Deathwatch RPG questions
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Human Auxiliary to the Empire
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I am trying to bring something new to my rpg group by GMing a deathwatch game. I am still trying to understand the rules.
As far as skills, for instance, a librarian gains the Psyniscience as a trained advance skill. In Rank 1 advances, however, it lists Psyniscience as a 400 advance. What am I advancing if I already have the skill? The +10 and +20 are in the next 2 Ranks.
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"Never regret a decision. Learn from the mistakes to only make yourself better."
W/L/D
2-0-1
2-0-0
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![[Post New]](/s/i/i.gif) 2015/01/14 00:27:37
Subject: Re:Deathwatch RPG questions
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Waaagh! Ork Warboss on Warbike
Waiting at the Dark Tower steps..
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Well I believe he just gets the advance then can spend 400 xp to the next +10
Libs are broken as well I banned them from game when My lib player slaughters everything in one turn of combat while everyone watches. Also the PR system is just dreadful compared to warhammer roleplays wizards casting.
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First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden |
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![[Post New]](/s/i/i.gif) 2015/01/14 04:02:30
Subject: Deathwatch RPG questions
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Atherenn wrote:As far as skills, for instance, a librarian gains the Psyniscience as a trained advance skill. In Rank 1 advances, however, it lists Psyniscience as a 400 advance. What am I advancing if I already have the skill? The +10 and +20 are in the next 2 Ranks.
It's future-proofing. Skills/Talents you already have are often included on the Rank 1 tables so that if they ever make a character variant that doesn't start with those Skills/Talents they can then buy them at Rank 1.
So you can ignore them, and just buy the latter ranks.
Atherenn wrote:Libs are broken as well I banned them from game when My lib player slaughters everything in one turn of combat while everyone watches. Also the PR system is just dreadful compared to warhammer roleplays wizards casting.
If you say so.
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![[Post New]](/s/i/i.gif) 2015/01/14 20:14:53
Subject: Deathwatch RPG questions
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Veteran Inquisitorial Tyranid Xenokiller
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Yeah, I'd throw my hart on that one saying that DH's psychik system is better...
But yeah- HMBC answered it; it's a common thing with the 40k games.
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![[Post New]](/s/i/i.gif) 2015/01/15 15:49:16
Subject: Deathwatch RPG questions
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The New Miss Macross!
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DH or DH2.0?
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![[Post New]](/s/i/i.gif) 2015/01/16 13:18:38
Subject: Deathwatch RPG questions
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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I prefer DH2.0's, because I prefer the one that started in RT and ran through the other RPG's than DH's Threshold system.
That said, I'd love overbleed for the other systems, but based on DoS.
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![[Post New]](/s/i/i.gif) 2015/01/16 17:27:01
Subject: Deathwatch RPG questions
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Veteran Inquisitorial Tyranid Xenokiller
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In my case, I was talking about DH 1, the first edition.
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![[Post New]](/s/i/i.gif) 2015/01/22 14:19:04
Subject: Deathwatch RPG questions
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Battleship Captain
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DH1's psychic powers are good at low level. They rapidly get ridiculous for powerful psykers - see the rules for Grey Knights, or the Ascension Primaris Psyker, for how abusable they are.
A librarian with Smite is incredibly dangerous but on the other hand does tend to blow his own brains out on a regular basis. Note that you can't use fate points on a Psychic Phenomena roll - it's not a check - and that they trigger every time he pushes his powers, automatically.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2015/01/22 14:34:00
Subject: Deathwatch RPG questions
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Human Auxiliary to the Empire
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Thanks guys.
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"Never regret a decision. Learn from the mistakes to only make yourself better."
W/L/D
2-0-1
2-0-0
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