Ascension: A hater’s review.
As the title indicates, this is largely a negative review. So you are all warned.
Introduction
I have been playing RPGs since I was 10, which is more years ago then I care to admit. In that time I have fully outgrown the concept class and level systems and prefer free-form character generation and advancement, such as the basics presented in games like DC Heroes, Blood of Heroes, Champions, BRP/Call of Cthulhu and so forth. It is not a complete refusal or appreciation of level and class systems, but more of a disagreement with the feel and flow of such campaigns. To me it breaks the fourth wall to restrict characters based on level of accomplishment or career field. To say a individual cannot fire a bolter or climb a wall because he is too low level or of the wrong occupation just always sat wrong with me.
However, Dark Heresy, despite being a thinly veiled class and level system, quickly became my favorite RPG, almost of all time (still very fond of DC Heroes). Several factors led to this initial like and fondness for the game. The first being it is Warhammer 40,000. My all time favorite Sci-Fi setting. I play the Table Top version, Necromunda and even read many of the novels. So naturally I was already in love with the setting. Dark Heresy then kept the system fairly close to Warhammer Fantasy Role Play (1st and 2nd Edition) of which I was fond of ever since college. It was a win-win situation for me. Plus I happened to find out they were publishing Dark Heresy the day before it was publicly released, so I didn’t have all those agonizing months (years for some people) of waiting, just a painful 7 days of checking the mail.
From the start I was disappointed in the career/rank structure but soon The Inquisitor’s Handbook came out and provided much better character generation and advancement options that made me accept the game as it was and to be able to use it and enjoy it without too much house ruling going on. With the announcement of new books such as Creatures Anathema, Radical’s Handbook and Ascension I was very excited, especially for Ascension.
And then Ascension finally arrived, I sat back to read and absorb it and put it down pretty quickly. Over the following week I eventually read it in bits and pieces and came to the conclusion that this book would not be getting much use in my campaign. So let us begin.
I will start with the Good. That way those who don’t want to read a bad review can stop before it gets bad. Also those who wish to respond will have an easier time finding my negative comments for quoting on the forum if they are at the bottom of the post.
THE GOOD
Background information is always good, be it advice on how to run a game, information on a location or organization or new statistics and gear. Ascension delivers here fairly well. We get new foes, such as Eldar Exarchs, Rogue Imperial Governors, Crazy Tech Priests, Changers of Ways, Heralds of Khorne and of course more Slaugth. Because what we needed was a third book with Slaugth in it.
While I don’t agree with everything included the entries on the Vindicare Assassin, Crusader, Death Cult Assassin and other Ascended Careers provides plenty of fun, interesting fluff which was enjoyable to read. And the addition of Influence rules were a nice add that gives new depth to the game.
Transition packages are interesting and would make nice basis for elite package deals and even background package deals for starting characters.
There is good art, plenty of new quotes and some additional gear to surprise the PCs with as well as award them if you feel fit.
The adventure in the back seems fairly well thought out, has some interesting concepts and seems easily modified if you wish to use it with a standard Dark Heresy game (or even Rogue Trader).
I also like seeing the new Psy-Rules of Fettered, Unfettered and Push. After seeing them in Rogue Trader, I am glad to see them revised for the real Psy-Mechanics (plus I can easily import these into WFRP 2E).
THE BAD
Hoo-boy. I will simply put it this way. The new rules for ascended characters are just some of the worst and poorest RPG designs I have ever seen. They don’t match the setting, the character career descriptions or the system mechanics enough to work properly. In general you should never be able to buy an Unnatural Characteristic without some sort of in game event. Here you make it to the right Rank and you can just buy Unnatural Characteristics, which breaks the feel of HUMAN CHARACTERS. I understand that Vindicare Assassins are the best trained Mo-Fos in the universe, but it makes no sense for a Metallican Gunslinger to all the sudden become a Vindicare and then turn around and out of nowhere get Unnatural Agility (X2). I don’t care if it does cost 100XPs it doesn’t fit.
I can see Psykers gaining Unnatural Willpower, or even Tech Priests getting Unnatural Strength or even Toughness explained away via cybernetics and bionics.
Then you have a career which just is a waste of rules completely. Most of the advances for a Interrogator are just “Eh pick whatever skill you want, oh yeah, it costs you 700XP” which is silly, when earlier in the book during the creating a character section the character can buy any elite advance he wants for 500XP. You telling me an Elite Advance costs 500XP or 700XP or more? Even at that level? And by the time you are on rank 9 how many skills can you really not have that you actually want? It just reeks to me of a designer who went “hmmm we need to add the Interrogator as a career, but what can we really give him?” “ooooh ooooh I know, nothing but Any Skill at 700XP and then from Rank 11 on nothing but connections, which we covered in the Inquisitor’s handbook but we went back to the well and overwrote that one!”
Some of these new careers work well, some don’t. Some seem really thought out, others seem like they were rushed and added just to fill out the ranks. I have said it before, and I will say it again, there should be a Rank 2 alternate career for any career called “Acolyte” and after reading this book they could expand that with a Rank 4 Throne Agent, Rank 6 Interrogator and Rank 8 Inquisitor.
There has been enough talk about which careers in particular are broke (Vindicare I am looking at you, hey where did he go?).
Enough on careers.
Mastered Skills and Paragon Talents. These start off sounding nice and swell, and while Mastered Skills do work for how they intended them (a group of related skills all at +20) they do not reduce the space on the character sheet as previously stated in other posts as they are present both in the skill list and a separate column called Mastered Skills. I can see them speeding up play by their very nature though. By looking at the name of the Mastered Skill you can automatically in general know what you can do. Paragon Talents however pain my brain. In the old days I had to look up a talent to see what it does. Now I have to look up a Paragon Talent to see what Talents I have to look up. Not quite like that, as they do have descriptions, but both Mastered Skills and Paragon Talents only add to the skill/talent wall of text in character descriptions.
I don’t like the selling back of Psy powers to get cheaper advanced powers. I would be all for it if they were stacked powers, but the fact that I can get rid of totally unrelated abilities to gain new MANGA or FINAL FANTASY style ass-blast powers just adds a level of munchkin to me. But I like some of the new thought on Psy overall, but the lack of attention to Sorcery is kind of annoying.
They started with a few good ideas for negative talents (Enemy, Rival) but didn’t take it far at all (only Enemy, Rival). I recommend using a variation of the Contact design rules in IHB to get more accurate XP Values for rivals and Enemies. I would also like to see a larger list of negative talents/traits, such as character flaws, physical disadvantages and so forth. But that is a house rule I suppose. I also think it is trite that you have to wait to rank 9 to get a rival or enemy, you know after you have already spent 13K XP. Like you really need 200 more XP at that rank. Be helpful, IMHO, at Rank 1.
OVERALL COMMENT
Overall, Ascension is by far the worst supplement for Dark Heresy yet to be released. But consider this before you attack me or my post or my review. In the company of Disciples of the Dark Gods, Creatures Anathema, The Radical’s Handbook, The Inquisitor’s Handbook, the GM’s Kit and the Core Rules, Ascension is in some pretty impressive company. It is still a better book then most companies and games get, but it falls short of what it can be.
I look forward to adapting aspects of this book to fit what I want out of the game. The aforementioned alternate career ranks and so forth. But in the end, I think in MY PERSONAL OPINION THAT I AM JUST PUTTING ON THE INTERNET TO SHARE AND NOT DICTATE THAT ALL THE ABOVE IS 100% TRUE IN THE GOD-EMPEROR OF MANKIND’S NAME that Ascension has officially taken DH into the era of really bad Computer Video Game levels of power that break the already broken career and rank system it was built on.
** out of *****
? As in caviar, wine and stuff? What happened to good old fashioned OMMNOMNOM? And "
Braaains
..."?
)get my hands on a copy of my own at the end of this week.