WHFRP3 Mechanics for DH2?

By schoon, in Dark Heresy

For those who have been following the news and reveals on the new WHFRP3 rules, what would you think of adapting the same system for the next edition of Dark Heresy (or Rogue Trader or Deathwatch )?

Personally, I've never really been wedded to the percentile system, and especially not to the tabletop artifacts of WS and BS (though I don't really find them that bothersome). However, from what I've seen thus far, the new WHFRP3 system is elegant and streamlined, though VERY different from the existing one.

I'm sure that is WHFRP3 does well, the system might be considered for the 40KPR properties.

Thoughts?

I don't know, I really like the DH mechanics myself - they are easy to pick up and capture the feel of the game they are trying to create. Besides which, I am a strong supporter of the idea that a game should have mechanics unique to itself and have conciously avoided systems like d20 which homogenize their worlds by shoehorning them all under the same system. When I learned to GM there was an idea that a good game master should be familiar with many systems in order to pick them all up and play them at a moments notice ... using one system for many settings always seemed lazy to me.

Hadn't paid any attention to this, but you made me curious so I looked it up. Let me sum up my opinion: HELL NO!!!!

From what I just saw, WHFRP3 can't quite seem to decide if it's a board game or a card game or what but it sure doesn't look like an RPG to me.

My only issue with the DH system is that it's too hard to succeed. Otherwise, I like it.

The system assumes that if you are performing difficult tasks (the point at which you stop getting bonuses) you are doing something to take advantage of potential bonuses to your rolls. There are a number of combat manuevers which add bonuses to your attack or defense; skill syngergies which give you bonuses to out of combat skills; bonuses for creative ideas and good roleplaying; etc. Just as the combat system assumes you'll use cover in a battle or get hit, the skill system expects you to devise ways to give yourself bonuses.

Now, if the GM isn't taking this into account he isn't running the game correctly and someone needs to point this out to him. But the game is meant to be dark and success should never be assumed when attempting anything difficult.