Psychic powers DH/RT conversion, FFG says?

By Varnias Tybalt, in Rogue Trader

Im gonna be frank with all of you now. I am a lazy bastard and have so far ignored trying to come to grips with the new way of handling psychic powers in Rogue Trader. Mainly because the first cursory inspection of the chapter just made me confused, and because I had no intention of playing a character with psy rating, I just ignored it and concentrated more on more interesting chapters in the book.

A classic case of procrastination, in other words. angel.gif

Sadly, reality is beginning to catch up with my lazy escape, because I intend to run a long scenario (or perhaps an entire campaign) that may or may not include the rules of psychic powers, which means I have to do my homework.

However, it has come to my attention that the promised compatibility between Rogue Trader and Dark Heresy is somewhat iffy when it comes to psychic powers. (I've seen the frequent threads popping up)

But, rather than complain and engage in heated debates regarding arbitrary suggestions of how to solve this conundrum, I thought I'd try to push for a, hopefully, official solution (or at least, "temporary official solution").

You see, I have great experiences with the guys (and perhaps a few gals?) who handle the rules questions over at FFG. And they have helped me out in many situations that I just could't see a solution to by bringing it up in the rules questions messageboards for DH and RT.

So the idea here is to assemble an email that adress these issues with the compatibility of the two games' different ways of handling psychic powers and send it over to FFG. The goal here is to get a more or less official explanation of how to solve things, or perhaps making sure these issues are adressed for an upcoming errata.

The thing is, im still a bit confused over the new system, and I have yet to discover the supposed issues that others have experienced when trying to adapt powers and disciplines from DH to RT and vice versa. I seem to recall that there's a "black box" on one page of the book that gives a rough outline of how to convert powers and disciplines between the two games, but apparently that didn't truly cover all the aspects involved.

I humbly ask for your help in giving suggestions to which specific issues that you feel the need to have adressed regarding the compatibility of psychic powers in RT and DH. I believe the ladies and gentlemen over at FFG might appriciate one single email that brings up all the issues rather than having to respond to several different ones (and perhaps having to answer the same questions over and over again). That sort of makes sense, doesn't it?

So, suggestions for compability issues that needs to be adressed, if you please. Also if some of you have been so forsighted to send in rules questions regarding some of these aspects and having recieved answers to them already, then don't hestiate to post them here. happy.gif

Hopefully this discussion will manifest in a official solution for everyone to enjoy (or at least bring us closer to an official errata).

Cheers!

//Varias Tybalt

If you're worried about compatibility, that implies you have both books. So, here's the solution I've been usingDH players and enemies with psyker powers tend towards being unrefined. Daemons and Sanctionites and whatnot. Use the DH rules. RT gives us the refined techniques of Astropaths, and presumably others like Eldar and Yu'Vath. They get the RT rules.

It has worked well for my group so far. Other than the bit where the summoned Daemons wiped out 30 professional troopers and gave them all insanity points, but that has little to do with system compatibility!

I like the DH system better, as it is more "alien" as in it uses a different system/rule mechanic. Gives it a nice vibe of "oooooh the psyker plays by different rules" while the RT version of it being "skill/characteristic" based flows better with the rest of the rules.

I think it best if it is left alone overall, and after Deathwatch a Ultimate Warp Powers book comes out or something.

Astropath powers are for Astropaths.

Navigator powers are for Navigators.

Psyker powers are for Psykers.

Sorcerer powers are for Sorcerers.

Aside from Psyker and Sorcerer who do have powers in common, and rules in place, there should be no cross over so the rules work as they stand.

Eisenhorn isnt a Astropath, he will never have their powers or vice versa, no need for special cross over rules, overall.