Weapon Talents Revised

By Cogniczar, in Dark Heresy House Rules

In another thread I simply cannot remember where I posted, I mentioned an idea about expanding the weapon talents to become something of a tiered set of talents - allowing individual weapon training to be purchased cheap, purchasing the specialization for moderate xp (tier 2), and purchasing a whole class for expensive (tier 3).

This is a quick ditty I did to demonstrate that here

What you've done here is repeated all of the flaws in the RAW weapon training scheme without improving on it in any way. You've actually made it more expensive to buy weapon training talents if you plan on ever using more than one kind of weapon. And you've broken out what was two talents into five (because more=better?).

What is the point of this? What problem are you trying to solve and how does this approach address it?

I'm inclined to agree with [cps] on this one. Weapon Trainings seem to be even more of an Experience sink with these changes. Also, I personally find Xenos Weapon Training inappropriate. Humans can probably intuit how to use "normal" human weapons, represented mechanically by the RAW Training/Class system. Exotic Weapon Training covers xenos weapons at a 1:1 ratio because those weapons are not intuitive to humans, I feel. Several EWTs makes more narrative sense to me. I would like to know your thinking behind these changes as well.

I think you need to create a whole new tier (Tier 0?) and lower the tiers "Individual Weapon Training", "Weapon Training" and "Weapon Expertise" at least.

That way you can get cheaper individual weapon training, now it's equal in XP compared to the normal Weapon Training found in the core rulebook.

Edited by Gridash