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WH40K Wrath & Glory Is Here!
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<blockquote data-quote="Wightbred" data-source="post: 7967361" data-attributes="member: 56388"><p>There are errors, but far fewer than the original, and they are fixing them for an updated PDF and the print version.</p><p></p><p>Huge fan of what C7 has done to the game. Substantial layout improvements. Much simpler and flavourful character creation. Lots and lots of small tweaks that improve gameplay. I even like the simplicity of the new character sheet.</p><p></p><p>The one thing I think I feel was not adequately addressed is balancing weapon damage and availability. There were some adjustments to availablility, but not enough. The Inferno Pistol still has the same availability as Master-crafted Laspistol (a good Las weapon) but does 10 more wounds on a hit, which is the difference between bouncing off and a fatal shot even for most top tier characters. (There a plenty more examples like this, but the weapons are not as simply comparable, eg: different ranges and traits, but they should be pretty clear to anyone who has played enough.)</p><p></p><p><s>There has been some good changes to make melee weapons more useful that exacerbate this problem. In the hands of a Space Marine, a Chain Sword was harder to obtain, but did around the same damage as a Boltgun (depending on Strength) Now a Chain Sword is easier to obtain and does an an average of 5 more damage than a Boltgun (based on the suggested starting attributes). A Space Marine who takes a Boltgun over a Chain Sword is now severely dropping their damage output. So I feel the melee improvements have gone too far.</s> <em>EDIT: Missed the improvement to Rapid Fire that boosts Boltgun damage output within 12m by about two. So this is now only a minor problem.</em></p><p></p><p>I agree that the weapons need to fit the fluff, and Plasma and Melta weapons should be terrifying. But it makes it very hard for a GM to balance enemies when some of the PCs are doing 5+ more wounds on a hit because these awesome weapons are as easy to get as much crappier ones. And Chain Swords are not that much better than Boltguns in the wargame.</p><p></p><p>I also understand that the GM can control access to weapons and has final say. But saying to a player that there is really only one good choice of weapon for their character feels constraining. And the knowledge that weapons are not balanced in the rules, may not be clear to a new GM who could make a mistake and have some characters (like a Space Marine) feel useless in combat.</p><p></p><p>And yes, I’m sure the FFG versions have similar problems, but the more random damage hid some of this when I used to play it.</p><p></p><p>OK. That’s enough of a rant about my personal bugbear. Go back to your enjoyment of the awesome revised game.</p></blockquote><p></p>
[QUOTE="Wightbred, post: 7967361, member: 56388"] There are errors, but far fewer than the original, and they are fixing them for an updated PDF and the print version. Huge fan of what C7 has done to the game. Substantial layout improvements. Much simpler and flavourful character creation. Lots and lots of small tweaks that improve gameplay. I even like the simplicity of the new character sheet. The one thing I think I feel was not adequately addressed is balancing weapon damage and availability. There were some adjustments to availablility, but not enough. The Inferno Pistol still has the same availability as Master-crafted Laspistol (a good Las weapon) but does 10 more wounds on a hit, which is the difference between bouncing off and a fatal shot even for most top tier characters. (There a plenty more examples like this, but the weapons are not as simply comparable, eg: different ranges and traits, but they should be pretty clear to anyone who has played enough.) [S]There has been some good changes to make melee weapons more useful that exacerbate this problem. In the hands of a Space Marine, a Chain Sword was harder to obtain, but did around the same damage as a Boltgun (depending on Strength) Now a Chain Sword is easier to obtain and does an an average of 5 more damage than a Boltgun (based on the suggested starting attributes). A Space Marine who takes a Boltgun over a Chain Sword is now severely dropping their damage output. So I feel the melee improvements have gone too far.[/S] [I]EDIT: Missed the improvement to Rapid Fire that boosts Boltgun damage output within 12m by about two. So this is now only a minor problem.[/I] I agree that the weapons need to fit the fluff, and Plasma and Melta weapons should be terrifying. But it makes it very hard for a GM to balance enemies when some of the PCs are doing 5+ more wounds on a hit because these awesome weapons are as easy to get as much crappier ones. And Chain Swords are not that much better than Boltguns in the wargame. I also understand that the GM can control access to weapons and has final say. But saying to a player that there is really only one good choice of weapon for their character feels constraining. And the knowledge that weapons are not balanced in the rules, may not be clear to a new GM who could make a mistake and have some characters (like a Space Marine) feel useless in combat. And yes, I’m sure the FFG versions have similar problems, but the more random damage hid some of this when I used to play it. OK. That’s enough of a rant about my personal bugbear. Go back to your enjoyment of the awesome revised game. [/QUOTE]
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