Psyker rules: DH or RT?

By TalkingMuffin, in Rogue Trader

Which set of rules for psykers do you think are better and which would you use?

The one matching the system you play.

No, serioulsy, hear me out. I tried to modify the RT rules into DH, trying to retrofit all advancement and powers etc. into RT. A big mess not worse the effort and you will never be able to do the playtesting unless you find a psyker player who is willing that next evening their are some major changes about how is powers work... which keeps him from developing the strengths of his figure.

So, if you play RT, use RT rules, If you ply DH, use DH rules.

I use the RT rules for Astropaths, DH rules for everyone else. This means that an Astropath is much more stable than other psykers and I don't need to worry about converting the powers from one system to another. The only problem is that if I run into a non-astropath NPC using the RT rules (like Lady Ash) I have to change them to using DH powers, but that's easy enough.

Use both systems as independent "arts." Limit the psyker to the path he is trained on. You could use the unified system I saw posted, but I am not sure how it worked out.

I strongly prefer the RT system. While I would love to see the DH system die a quick death and be reborn with the Rt rules, I don't see that happening and i'm too lazy to do it all myself. I do know that Ascension-level DH psyker rules are just broken beyond my desire to play them.

HappyDaze said:

I do know that Ascension-level DH psyker rules are just broken beyond my desire to play them.

What do you mean?

And after I posted this I discussed pyskers with my buddy and we agreed that Psykers use the DH rules and Astropaths fall under RT.

I bought Ascension with hopes that it would rekindle my interest in DH. Instead, it snuffed it out. There appeared to be two (or maybe three) careers that stood out as way more capable than the others. The Vindicare Assassin which blows away the capabilities of both the Storm Trooper and the Death Cult Assassin is the first and most obvious problem child. The Primaris Psyker is, unfortunately much worse. With Unnatural Willpower some of the powers get way out of hand, and the risks that might limit the psyker from abusing these powers gets reduced. The Inquisitor is the possibly abusive character, depending on whether or not the character dips into the psyker powers. In comparison to these characcters, the others seem pretty disappointing. The Judge and Desperado particularly left my Arbitrator and Scum players feeling second class once Ascension ranks opened up.

I prefer RT - but we altered one little thing about DH's psykers that we think is stupid.

If a you can pass the Threshold of an ability with either you Willpower - or Willpower + Invocation test - you don't need to roll any dice. I can't find where it actually says you MUST roll one die - just that, you may opt not to roll all dice.

I mean seriously...

Psyker: I create a light with my psyker powers.

GM: Roll

Psyker: 9

GM: Oh boy - roll.

Psyker: 100 - then 95

GM: In your attempt to create light - you BECOME A DAEMONHOST

===

Not "dark, edgy, and dangerous - just needlessly stupid (in my groups opinion).

It really only affects Minor Powers - and a handful of Discipline powers - and that's if I take a round to use Invocations, IF my Invocation succeeds.

We haven't seen it damage our game - but again, we're not min/max junkies.

I think the Dark Heresy rules are better. They follow a different system then the rest of the game mechanics which gives them that otherworldly feel (IMHO).

Plus with the right talents and traits a psyker can avoid perils events easier.

HappyDaze said:

I do know that Ascension-level DH psyker rules are just broken beyond my desire to play them.

Yeah. Makes since. Most of Ascension was broken.

Peacekeeper_b said:

HappyDaze said:

I do know that Ascension-level DH psyker rules are just broken beyond my desire to play them.

Yeah. Makes since. Most of Ascension was broken.

The issue with Ascension psychic powers can easily be fixed, though - the problem is due primarily to powers scaling effects by Willpower Bonus (which rapidly increases at Ascension level) rather than Psy Rating as in Rogue Trader and Deathwatch (which makes the choice of Fettered/Unfettered/Pushed far, far more significant, because the risk and the rewards are directly linked; in Ascension as written, there is essentially no point in doing anything but using powers at the Fettered level, because the power's effects remain largely the same regardless of the Psy Rating you use)

N0-1_H3r3 said:

The issue with Ascension psychic powers can easily be fixed, though - the problem is due primarily to powers scaling effects by Willpower Bonus (which rapidly increases at Ascension level) rather than Psy Rating as in Rogue Trader and Deathwatch (which makes the choice of Fettered/Unfettered/Pushed far, far more significant, because the risk and the rewards are directly linked; in Ascension as written, there is essentially no point in doing anything but using powers at the Fettered level, because the power's effects remain largely the same regardless of the Psy Rating you use)

Exactly. This is why I've houseruled most references to WB in a DH psy power to instead reference (actual) Psy Rating. WB still adds to the power check as normal, but no longer applies for factors such as range and damage of powers. It has worked pretty well so far.

-=Brother Praetus=-

Bilateralrope said:

I use the RT rules for Astropaths, DH rules for everyone else. This means that an Astropath is much more stable than other psykers and I don't need to worry about converting the powers from one system to another. The only problem is that if I run into a non-astropath NPC using the RT rules (like Lady Ash) I have to change them to using DH powers, but that's easy enough.

Ab-so-lute-ly!

(Under the condition that "DH rules" only refers to the system from the Core Rulebook with the little extras from DotDG, not including the *cough* strange *cough* system from Ascension.)