So I was challenged by someone else in the forum to just write up my own homebrew since I Have so many problems with the core system. This thread will be where I brainstorm those ideas for home brewing a system based on the new dark heresy.
Goals:
-Create a system that promotes the themes of dark heresy as I see them: grim darkness, suspicion, investigation, over the top combat, grittiness, and black comedy
-create a basic core resolution system that is quick to pick up but offers a degree of granularity
-create a combat system that promotes tactics, over the top results, and tough decisions
-create a social system that has mechanical backing and is fun to play while my interfering with roleplay
-create an investigation system that gives structure to what a game session is meant to play like while being flexible to the dfferent missions that acolytes face
-streamline and consolidate skills and talents to make them simpler but still allow character customization
-create a fun and thematic psychic power system
-make fun rules for vehicles
-have thematic character creation focusing on creating unique characters
-have guidelines for converting existing rules to this system, particularly NPCs and equipment
So that's a lot of stuff. First, I'll throw out the idea that made me decide to start this thread. Lots of people like the d100 system in dark heresy. I personally dislike it both because is based around hunting for modifiers in order to succeed, and the huge amount of swing to rolls and lack of a bell curve mean that the average session's worth of rolls is extremely unlikely to approach the actual probability of the dice and instead produce lots of outliers.
So, I have an idea to take the basic idea of rolling 2d10. One of the d10s represents your attribute, ranging from 1-10. The other d10 represents your skill, also ranging from 1-10. Attributes are range from 2-5 based on human ability. This could be increases by creatures of greater size, or by unnatural attributes. Skills range from 1-3 or 0 for untrained. Your total skill rating is equal to your skill ranks plus your related attribute. So if you have strength 4 and athletics 2, your skill rating is 6.
To resolve a roll, you roll 1d10 for yor attribute and 1d10 for your skill. If you roll equal to or under the rating, that is a a success. There are five kinds of outcomes for your roll.
Complete success: If your attribute and skill roll both succeed, you get a full success with no issue. The various skills will all list examples of complete successes, but this basically means you do what you wanted to do without anything bad happening.
Limited success: if only one of either your attribute or skill roll succeed, you have a limited success. You aucceed at what you wanted to do, but there is either a price to pay or what you did is limited in scope.
Failure: if neither roll succeeds, you fail at what you were attempting and the GM can choose to introduce either grimness or darkness to your characters life. Examples of grimness are things like encroaching insanity, broken technology, or physical injury. Examples of darkness are encroaching corruption, new enemies appearing, or the environment turning against you.
Righteous Success: if both rolls succeed and are equal to each other, you have a righteous success allowing you to do something extraordinarily well or with extra benefits. As a note, if you roll equal numbers and only one success, you may count the roll as a Full Success instead.
Debilitating failure: if you fail and roll doubles, you have a debilitating failure. The GM can introduce grim darkness to your characters life, which include combinations of grimness and darkness or over the top versions of them.
Something you may be wondering is how guns will be handled. Weapon skill and ballistic skill will still be attributes, but instead of having skills for the weapons, the weapons themselves will have reliability modifiers that add to the skill roll. So a lasgun with reliability 2 shot by someone with 4 ballistic skill will have a skill rating of 6.
And what about the modifiers? Well, I'm borrowing a page from the new D&D and using the advantage/disadvantage mechanic. If you have advantageous modifiers in combat, you roll 2 dice for your lowest of skill or attribute and choose the lowest of those to apply to your roll. If you have bad modifiers, you have disadvantage and roll two dice for your lowest of skill or attribute and choose the higher result. So if you have attribute 4 and skill 5, you'd roll two dice for the attribute and one for the skill. Some game mechanics may actually provide penalties to your skill, causing it to be lower than your attribute. If you have a mix of advantage and disadvantage, there is no change to your roll.
What happens if a skill goes above 10? It automatically counts as a success. The due is still rolled to check for doubles. What happens if a skill AND attribute go above 10. Both dice automatically succeed. This feat is normally impossible for humans but may occur for some NPCs. The grim dark future is a scary place. They still roll to check for doubles.
So that's my baseline idea for the system. It's currently cribbing a lot from dungeon world in terms of having partial successes. I'll also be adding what successes mean for each skill, as well as a list if grim, dark, and grimdark moves the GM can inflict on players.
Any thoughts or comments so far?
Edited by Nimsim