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Sell me on: Warhammer 40K RPG
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<blockquote data-quote="Nojo509" data-source="post: 6140705" data-attributes="member: 6746743"><p>For Rogue Trader, I adapted Paizo's Plot Twist Cards to 40K. Big fun and my players enjoyed throwing plot twists at me.</p><p></p><p>One problem some groups have with the mechanics is that it seems that the players fail all the time. 30% chance to hit is 70% chance for failure. As Dark Heresy starts at the lowest power level, this is a bigger issue in DH than in the other games.</p><p></p><p>For it to work as intended, players have to find all the advantages in range, aiming, equipment and so forth. It's not hard to turn a 30% chance of success into a 70%. In cramped starships point blank is easy to come by, and you never get beyond short range.</p><p></p><p>This works only if at least one player is a min/maxer who works with the other players to get them all the bonuses. My group was about half min/maxing 40k trivia freaks, so this was not an issue.</p><p></p><p>If your players like to control their own destiny, try Rogue Trader. If they like assigned missions, any of the others will do nicely. </p><p></p><p>We enjoyed the Rogue Trader starship combat, but sometime it went on too long. Perhaps add strange energy clouds that give bonus damage or some such combat speedups.</p><p></p><p>The RAW XP ran too slow for me, my metric was 3 sessions a level. </p><p></p><p>I ran a Dark Heresy campaign followed by a Rogue Trader campaign. My players loved both, but if I had to run DH again, I'd start at 3rd or 4th rank.</p></blockquote><p></p>
[QUOTE="Nojo509, post: 6140705, member: 6746743"] For Rogue Trader, I adapted Paizo's Plot Twist Cards to 40K. Big fun and my players enjoyed throwing plot twists at me. One problem some groups have with the mechanics is that it seems that the players fail all the time. 30% chance to hit is 70% chance for failure. As Dark Heresy starts at the lowest power level, this is a bigger issue in DH than in the other games. For it to work as intended, players have to find all the advantages in range, aiming, equipment and so forth. It's not hard to turn a 30% chance of success into a 70%. In cramped starships point blank is easy to come by, and you never get beyond short range. This works only if at least one player is a min/maxer who works with the other players to get them all the bonuses. My group was about half min/maxing 40k trivia freaks, so this was not an issue. If your players like to control their own destiny, try Rogue Trader. If they like assigned missions, any of the others will do nicely. We enjoyed the Rogue Trader starship combat, but sometime it went on too long. Perhaps add strange energy clouds that give bonus damage or some such combat speedups. The RAW XP ran too slow for me, my metric was 3 sessions a level. I ran a Dark Heresy campaign followed by a Rogue Trader campaign. My players loved both, but if I had to run DH again, I'd start at 3rd or 4th rank. [/QUOTE]
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