Hey, it's been a while!
Glad to see people still engaging with this stuff considering my total radio silence. If I'm being honest, I haven't worked on any new content in months, been way too preoccupied with work and uni, but I'm feeling the itch to get back into things now. Will try to start working on getting the books I had in production done (the one with vehicle rules, and the one with rules for playing as the Chambers Militant).
I also want to get the core book tightened up a bit, I've had a bunch of suggestions during my unplanned hiatus that I need to include in an update. Will have to trawl through a lot of private messages and posts to cobble it all together, but that shouldn't be too hard.
Also, I just got my hands on Realms of Terrinoth, going to see what I can cannibalise from that to bring over. Will likely put out a list of which talents can be brought over directly, and which aren't appropriate. Likely with some minor tweaks.
Now, to belatedly address some discussion.
On 3/31/2018 at 1:50 AM, javiersac1 said:This is an amazing homebrew, both visually and in terms of game design. Props for that, I'm having a blast playing this conversion!
After a few sessions played, I was wondering if psychic attacks are perhaps a little underpowered, given their high costs in resources (strain + risk of rolling in the Perils table). With the usually high soak values most enemies have (and players as well), and the increased difficulties from adding upgrades (which mean less successes), weapons tend to shine much more than psychic attacks. I guess this problem stems from the fact that in the base game soak values tend to be much lower.
Having shared these concerns with my GM (I'm not playing a psyker though, so take this with a grain of salt), we toyed with the idea of having the power deal double the base characteristic to bring them on par with ranged weapons, but perhaps that's too much of a buff.
Oh, and an unrelated question. Are psykers supposed to add 1 disadvantage die when manifesting powers in armor providing 2 or more soak, as stated in the GCR?
I think, as some people have said, psychic attacks aren't too underpowered currently, but they definitely struggle to scale upwards against some of the better weapons. I do have plans to address this, though. Two ideas I had in mind;
- A talent chain or two which improve psychic attacks, bringing them up to pace with some of the tougher weapons as the party advances in level.
- Rules for building/acquiring better, more potent psychic foci. Think Eisenhorn's rune staff from the Eisenhorn novels; some kind of potent force weapon or other magical trinket that can actually focus and amplify psychic powers. This way there's some interesting gear progression for psykers, which currently they don't really have. That's something I want to address in general, probably in my own equivalent to DH1e's Radical's Handbook (working title Malus Codicium, because I'm Eisenhorn obsesssed).
As for the 1 disadvantage for armour, no, that's not the intention. I should make that explicit in the rules though, will add it to the list of things needing to be updated.
If anyone has any suggestions for further content they want to see, throw them at me.