I am pretty satisfied with Into the Storm so far, except for two issues that are not just minor nitpicks, or just matters of taste to me:
The Ork player character career is, in my opinion, a bad idea. While it is only slightly more powerful, or about equal, to a well-optimized vanilla career character, the issue I have with it is two-fold, and entirely different:
First of all, it requires too much special rules, special skills, special weapons, special somethings. It adds a lot of overhead time to work with, it takes a lot of spotlight due to its special nature, and keeping your Ork equipped, orky and up to date eats up more attention from the GM and players than any other class. In a game which in my experience is already rather heavy on the talking, upkeep, maintenance and organization stuff, the ork career eats up a little too much more time than, say, a void master. Mind you, the Explorater with his bionic gimmicks has that issue to a lesser degree... lots of time went into all those Trade(Armorer) rolls and discussions what to build.
Second problem is the roleplaying part. And no, not the "He so orky!" fun stuff, I am talking about the ork not really fitting society very well, and when roleplayed even remotely orky, the constant need to account for the ork player, the GM having to custom tailor reactions of the world around it, the players having to make sure he doesnt show up at the admirals dinner, and so on. Basically, the ork eats up a lot of attention and forces a lot of roleplaying from the entire group to make up for its alien factor. It complicates roleplaying in a non-rulesy way, and all that for something thats a mix of Conan the Barbarian and a comic relief.
IMO, we would have been better off with an Eldar and either Kroot, or a special non-tabletop alien career. Or, if it HAS to be a greenskin, I d actually advise for a gretchin
At least hes easier to hide.
The other issue I have with Into the Storm is the, once again, too roughshod and unprecise acquisition rules, and profit factor. For a mechanic that is absolutely crucial and important to the entire flair of the game, it still leaves too many questions up the GM, easily making the players feel as if its just arbitrary how many acquisition rolls they can make, where they can find what, and so on.
IMO, Into the Storm takes one step into the right direction, but still fails to adress a few issues that plague the core game still:
How many acquisition rolls can a dynasty make within, say, a month? Can every player make one? Can every player run several acquisitions side to side? How much time of the time needed to acquire the item is actually filled with, welll, searching? Can you buy anything anywhere, or are certain items restricted to certain places?
And, most importantly, is there nothing that is too expensive to get, provided to get a lucky roll?
All these questions CAN be answered with a bit of imagination and tinkering, but there is no definite statement on them.
Other than that, I am loving the book ![]()
This is exactly where I come from with 40k RPG. I want a specific, innovative setting. I want to see something new brought to the 40k table.
