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Gamgee wrote: Would be neat if they bring in Rak'gol since it would be an alien faction made by FFG for the RPG. Much like the majority of the DW lore was done by them then used/adapted to release the DW.
Also totally calling it now but I think we'll see Deathwatch release next year to tie into this year of xenos.
Edit
My wallet is quivering in terror too Galas. Especially with my ton of projects I have. For the first time ever... I might have a backlog too big to ever hope to finish. Why must GW make so much excellent models. Imagine if almost every Xenos get's releases next year. I hope they all do and then we also get the new faction.
my gut feeling is that the Rak'gol could be seen as a bit of a legal issue given they where CREATED BY FFG (the death watch meanwhile where a GW thing FFG just fleshed out) well I suspect a court case would find in GW's favor (assuming they wrote the contract competantly)
I tend to suspect the Hrud because they've long been around in the background, people have long wanted to know more, and they DID apper in more detail in the recent Pertabuo novel
Opinions are not facts please don't confuse the two
The Jericho Reach was created by them too and the Hadex anomaly and both feature a mention in the Deathwatch codex. The hadex even made it on to the 8th ed map. People need to realize that ffg was liscensing the universe and not buying it. Anything made by them is GW's. Otherwise you run into problems GW had in the past of a creative person cut and running and messing with the lore since they would have to dump tons of time dry time someone left.
Pretty much, it's why GW still has access to the Blood Ravens even if Relic lost the license for good, other sectors created by others, the Storm Wardens..
I don't know if anyone else caught it, he said the game is set in the current fiction, then mentioned it's exciting times with the primarchs returning, both loyalist and heretic.
Also mentioned that Orks and Eldar will be playable, right out of the core book. Looking into adding Tau and Necrons eventually, but not in the core book.
Tyranids not planned as a player race, because they can't figure why or how Tyranids would work with the other races.
Combat will have brutal criticals.
Psychic power will be high risk with high reward.
They already have multiple teams of German playtesters.
Looking to have game released for Gencon 2018
This message was edited 2 times. Last update was at 2017/08/31 02:43:11
That part worries me... less so in an RPG but nonetheless. High risk/high reward is usually fancy code words for very swingy and random. Like roll a d6.. on a 1 you fail, die, and summon a daemon prince, 2-4 it goes off as planned, 5 it is twice as strong, and 6 you succeed at three times strength, die, and summon a daemon prince. I'm not a fan of that as I believe things in RPGs should be optionally high risk/high reward when you're talking about a character a player might have invested dozens to hundred of hours on. YMMV.
This message was edited 2 times. Last update was at 2017/08/30 18:31:09
That part worries me... less so in an RPG but nonetheless. High risk/high reward is usually fancy code words for very swingy and random. Like roll a d6.. on a 1 you fail, die, and summon a daemon prince, 2-4 it goes off as planned, 5 it is twice as strong, and 6 you succeed at three times strength, die, and summon a daemon prince. I'm not a fan of that as I believe things in RPGs should be optionally high risk/high reward when you're talking about a character a player might have invested dozens to hundred of hours on. YMMV.
That was half the fun on playing a Psyker in FFGRPG. I GMed two campaigns where casting a mid-level power resulted in a TPK. Nothing like casting basic divination spell only to turn into the avatar of Yogsothoth!
2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress 2000 Slaves to Darkness (Ravagers)
Well actually 40k is the more successful gameline between 40k and 30k and AoS. So I would say it will work out pretty well for GW. Most 40k players aren't hedgemonists who want only Space Marines. Those are the crazy extremists we shunt into their containment game of 30k also milk them harder.
You are literally on a forum called dakkadakka the most famous phrase in 40k history is a xenos one. So there you have it.
warboss wrote: That part worries me... less so in an RPG but nonetheless. High risk/high reward is usually fancy code words for very swingy and random. Like roll a d6.. on a 1 you fail, die, and summon a daemon prince, 2-4 it goes off as planned, 5 it is twice as strong, and 6 you succeed at three times strength, die, and summon a daemon prince. I'm not a fan of that as I believe things in RPGs should be optionally high risk/high reward when you're talking about a character a player might have invested dozens to hundred of hours on. YMMV.
I've played games where if you failed to make the required roll by a certain margin there was backlash.
Since we are talking about a game with Dice pools, there will probabaly be a required amount of successes rolled.
Hypothetical Power
0 successes = Backlash
1 success = Minimal Effect
Additional succeses add to effect
So something like a Smite like power could stun you if you fail to roll any successes, or roll a die of damage, against an opponenet, for each success.
warboss wrote: That part worries me... less so in an RPG but nonetheless. High risk/high reward is usually fancy code words for very swingy and random. Like roll a d6.. on a 1 you fail, die, and summon a daemon prince, 2-4 it goes off as planned, 5 it is twice as strong, and 6 you succeed at three times strength, die, and summon a daemon prince. I'm not a fan of that as I believe things in RPGs should be optionally high risk/high reward when you're talking about a character a player might have invested dozens to hundred of hours on. YMMV.
I mainly agree, although if they do it the way games like L5R works (voluntary rasing the TN for boosted results, but with higher chances of failing), it could work well enough.
Summary of the information provided in Ross' RatCon Seminar:
8th Edition background has movement and possibility - Wrath & Glory mirrors this
Tone will include both the desperate strife and rays of hope from current events - a perfect setting for heroes who can affect the fate of worlds
Ulisses is working with GW's writers on developing material
Ulisses wants to go places and develop things not covered before
Game mechanic is a d6 dice pool, designed to be smooth, fast, action oriented, easy to learn, and not rules intensive
Game mechanic borrows from TORG Eternity (primary influence), and the feel of Savage Worlds, D&D 5th, and Savage Rifts
Core book will have: (1) game system; (2) character generation; and (3) general 40K background
Core book is a basic system that can be applied to a broad variety of campaigns. play styles, etc. - Ulisses will not follow the more narrow-focused books of the past edition
Character advancement will be open, with the exception of some more restricted iconic abilities
The system will take diverse power levels into account, and allow play from gritty to epic
The systems supports a great variety of play styles, from combat to diplomacy to social
The system will have something like "Fate Points"
Psychic power system allows channeling variable amounts of power; more power = more dangerous; high risk = high reward
Ecclesiarchal abilities help resist corruption - priests and Sisters of Battle will have access to these
Campaign sets will include: (1) Linked adventures like Pathfinder Adventure Paths; (2) Setting detail books; and (3) Character option books
1st Campaign will be Imperium Nihilus
Imperium Nihilus Campaign will focus on the diverse characters of the Imperium that can respond to the crisis, and thus may include very different characters in a ragtag group
2nd Campaign will be Eldar (possible name = Doom of the Eldar)
Other Campaigns may include: Orks, Tau, Necrons
Adventure concepts they'd like to explore include: visiting the Black Library, hunting fallen Phoenix Lords, speaking with Exodite World Spirits, fighting in the pits of Commorragh, and other big concepts
There will be a beginner box that supports new players, with pre-gen characters, an adventure, etc.
Crimson wrote: So will it use the same awful system as the previous 40KRPGs?
No! \o/
What system does Wrath & Glory use?
Wrath & Glory has a brand-new game system involving dice pools of d6s to represent your character’s abilities. The game focuses on highlighting brutal combat, fast action, and a deep immersion into the setting of the 41st Millennium.
That doesn't sound promising. D6s are not a good base for an RPG. FFG's D100 system was much better.
I'll withhold final judgement till I see the end result, but that does not sound like a good way forward.
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
warboss wrote: That part worries me... less so in an RPG but nonetheless. High risk/high reward is usually fancy code words for very swingy and random. Like roll a d6.. on a 1 you fail, die, and summon a daemon prince, 2-4 it goes off as planned, 5 it is twice as strong, and 6 you succeed at three times strength, die, and summon a daemon prince. I'm not a fan of that as I believe things in RPGs should be optionally high risk/high reward when you're talking about a character a player might have invested dozens to hundred of hours on. YMMV.
Don't forget the word pool. Shadowrun runs off d6s and so long as you don't let players go insane it's not bad. It wasn't a horrible base system to have a basic target number and some things needed more successes than others. Shadowrun's problem was the people handling it the last two generations are idiots who try to contain and appease power gamers and stacked on more bonuses as well as attempts to restrict them that just made the system unusable to the point I house ruled half of it real loose and people actually started having fun.
That said, my house rules of dice pool vs success count for a skill that sounds vaguely appropriate made for a solid system people gasped reasonably well without having to consult the book every five minutes. If you wind up with more 1s than successes something goes horribly wrong, which is real easy to adjust by adjusting the basic target number.
This message was edited 1 time. Last update was at 2017/08/31 18:20:06
That doesn't sound promising. D6s are not a good base for an RPG.
There's plenty of excellent systems that would disagree with you.
I have yet to experience a D6 based system that was satisfying. They either suffer from total lack of immersion OR they're hideously complex to try and compensate for the limitations of the D6. D20 and D100 systems are just better suited for roleplay I think. More granularity is possible. Its one reason why 40k struggled with balance somewhat, the D6 was holding them back.
Fortunately I have 90% of the FFG books so I won't need this new system if it sucks.
I mean, I hope it won't. I'd like for it not to suck.
This message was edited 1 time. Last update was at 2017/08/31 18:51:04
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
I feel the same way about d100 systems. They usually cap out at 100, so it's inherently limiting.
Also, the variance between 5% intervals of a d20 and using 2d10, or a golf ball, for d100 hardly seems worth the added inconvenience.
Also, I know he said he took some inspiration from the new Torg Eternity RPG but does it even use dice pools ? The original Torg did not. I assumed he was referring to criticals and things like the drama deck.
Schoon, I agree with what you are saying, but my personal experience with d100 based games (Star Trek, Inquisitor) usually revolved around them skills being a 0-100% chance of success. You would then min/max the hell out of anything you wanted to actually succeed at and be terrible at everything else. It's simple, but it lacks the open endedness that a dice pool mechanic.
Dark Heresy lost me when in character creation I saw that my character would have like 30% chance of succeeding a task that didn't have negative modifiers.
To be honest I don't like any game where my skill is the target number I need to roll under. I prefer games where the difficulty number is set by the difficulty of the task and you roll to acheive or overcome that target number. D&D adds modifiers to your dice roll, and Dice pool games give you more dice, the better the character is at doing something.
To be honest I don't like any game where my skill is the target number I need to roll under. I prefer games where the difficulty number is set by the difficulty of the task and you roll to acheive or overcome that target number.
How is the latter any different from the former?
Most people's complaints about Dark Heresy aren't actually about the system, but about a bad GM who isn't actually running the system correctly.
Yes, your skill determines the base target number, but there should always be multiple modifiers based on the situation.
Like, if you're trying to shoot a dude who is 5 feet away and isn't suspecting anything, I as the GM would give you a major positive modifier. Probably +40 or so. Trying to shoot a guy on the other side of a crowded market place? That's gonna be a -20 because of the crowd, though I will let you ignore the crowd penalty if you want, with potential consequences... Trying to snipe a guy through a window 100 yards away? That's gonna be a -30 or so mod, but you probably have some other bonuses like aiming. Most weapons also had a full/semi auto mode. Which not only made you more likely to hit, but also gave you the possibility of getting multiple hits.
Dark Heresy does set the difficulty based on the difficulty of the task. Your base stat was really just your baseline. You should never ever have been taking unmodded shots. Unless you just had a bad GM.
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
Most people's complaints about Dark Heresy aren't actually about the system, but about a bad GM who isn't actually running the system correctly.
Actually I have a massive number of complaints about the system itself and not the GM, especially when it comes to the later books where they seemingly started to phone things in.
Kids, can we stop stating our game system preferences as object facts and just marvel in the fact that the designers of Call of Cthulhu and the BRP system also designed the d6 system for West End Games. Then ponder the same guys making a success count game years before Shadowrun and Vampire. If you're not using d20 or GURPS your probably playing a system based on a game written by three guys...
Is there an Ork of Xenos centric book in the works to play the other races?
At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money.
Where has this been said? Are there plans to eventually have books for all the Xenos? That would be super cool. Oh man I can't wait to run some games from the other side of the setting. Also it will give us a good look into "civilian" life for all these other Xenos and this has me hyped as heck.
schoon wrote: Summary of the information provided in Ross' RatCon Seminar: Game mechanic borrows from TORG Eternity (primary influence), and the feel of Savage Worlds, D&D 5th, and Savage Rifts Core book is a basic system that can be applied to a broad variety of campaigns. play styles, etc. - Ulisses will not follow the more narrow-focused books of the past edition The system will take diverse power levels into account, and allow play from gritty to epic Imperium Nihilus Campaign will focus on the diverse characters of the Imperium that can respond to the crisis, and thus may include very different characters in a ragtag group Adventure concepts they'd like to explore include: visiting the Black Library, hunting fallen Phoenix Lords, speaking with Exodite World Spirits, fighting in the pits of Commorragh, and other big concepts.
[Nervous Laughter]
So we've got a dice pool system that wants to try and cover gritty to epic that will somehow work with 'diverse' parties like Guardsmen and Space Marines.. yeeeaah. I, uh, think I'll be waiting for reviews on this one.
This message was edited 1 time. Last update was at 2017/09/03 12:32:55
So we've got a dice pool system that wants to try and cover gritty to epic that will somehow work with 'diverse' parties like Guardsmen and Space Marines.. yeeeaah. I, uh, think I'll be waiting for reviews on this one.
I'm in exactly the same position. I want this to be good but...