Home Worlds in RT and in DH questions

By ciryon, in Dark Heresy Rules Questions

Hello there,

there is some differences in the How World traits in DH and in RT :

Noble : in RT, he get Litteracy, Speak (High, Low Gothic) as untrained basic skills ; in RH he got them as skills (more precisely, this is not precised), what is the good origin ?

Death World : this origin does not exist in DH. What career an acolyte hailing from a Death World can be ? Since startings Wound Points in DH and RT are not calculated the same, what is the correct 1D10+x for Death Worlds acolytes ?

Forge World : the Fit for Purpose trait in DH give a +3 to a charactertistic which is career dependant, in RT, the +3 can be in any characteristics the player chooses. Which one can be used ?

Easiest answer would be that since they are two separate games they are not designed to have interchangeable homeworlds. Notice, for example, how Noble homeworld grants bonuses to Profit Factor, where in DH it doesn't even exist as a term? You can see where I'm going with this.

The slightly-less copout answer would be to, if you really really REALLY wanted to run a Deathworld character, use the Feral World characteristics and apply all Deathworld Traits instead of Feral World. Easy.

As for the others, they all have a precedent in DH and as such I would use those over those in RT.

On the other hand, FFG has stated more than once, including in response to specific questions asked by people pertaining to compatibility, that the rules ARE intended to be interchangeable. As such, it would stand to reason that the homeworlds are supposed to carry over.

In general, I would say:

Feral world and Death world are roughly equivalent, mechanics wise.

The profit factor addition to the Noble origin is the equivalent of the wealth bonus in DH.

When looking at the differences, I would lean towards the RT version, since they are newer.