Characteristics Advances too Slow?

By Delazar78, in Dark Heresy Gamemasters

My group has been playing a lot of Warhammer Fantasy Roleplay 2E lately, which has very similar rules to DH.

The players (all coming from a DnD-heavy background) have been a little frustrated with the "slow" advancement of their characters.

I thought of giving them a taste of DH, since I noticed that the standard XP to give for each session is 200 (against the 100 of WFRP) *, but then I saw that to raise your characteristics you need to pay a LOT more than in WFRP.

And you can only raise them a maximum of 20% (against the 35-40% of WFRP).

Now, I haven't run any games yet, but I was wondering if someone else has experienced/noticed this in his own games, and if it has been an issue, and how you solved it (if it needs solving).

thanks in advance!

*and also because I get a nerd-gasm every time I read or even just look at the Core Rulebook!

I haven't looked at 2nd ed WFRP in a while, but in DH and other 40k roleplay, the availability of bonuses is greater, so it doesn't matter as much that the stats may be lower.

The emphasis is on skills and talents in the 40k product line. Just look at some of the talent trees. These get you considerable boni, as opposed to perhaps a 20% total in WHFRP 2e.

The characteristic, being that much broader in effect than a focused skill/talent, are justifiably much more expensive. Plus, this change brings a human's statline in line with that of the tabletop setting. To really stand out, a character would really have to invest heavily in characteristics.

Besides, look at the opponents' statlines. Most of them are not in their 90s, or 80s - because the real threat and the real punch is hidden in the skills/talents.

In my, admitedly limited, experience Characterisitics are almost secondary to the bonuses from skills, talents, equipment and circumstances. The medic may only have an Intelligence 35, but with Medicae +10, a medikit (+20), two assistants (+20) and Master Chirurgion (+10) he will succeed a Challenging (+0) test on a 95 or less.

Having been a very long term WFRP 2nd GM, I can attest to the odd change between the two systems, but I much prefer how DH handles it, due to its use of Talents which make people standout more, instead of simply having a high score in something.

Further, if your players want to advance faster, simply give them more XP, for nothing is stopping you. I am giving my players between 200-350 depending on roleplaying (and heroics as well as OOG commitment), so it is entirely up to you.

I don't find DH as a slow advance system.

It's much better than say D&D or some thing as old as Dawn Patrol. When you gain usually a minimum of 200xp per session, for a 4-6 hour run, and you can get one or two advances for that, then it's not slow. But as the other guy said, you can always grant more exp each session.

The standard is giving 200XP per 3hr game session according to the book BUT...dont forget that thats just for playing the whole time. You also have the bonus for playing in character ( some call it a roleplaying bonus for good RP ) that GMs can give in part or whole as they see fit. Plus the book also has a table in it ( if memory serves correctly ) that gives XP values based off the enemy threat levels ( for example a hereticus minoris is worth 50 XP to kill/capture/subdue but a hereticus majoris would be worth 75 or 100XP. So for each threat they deal with you have the in session playtime + XP for threats defeated + applicable GM RP bonuses. That XP amount once all that is taken into consideration makes for your faster advancement without unduly overbalancing things...

And as always dont forget that if a PC scores a critical success ( natural 01 in my group ) with any skill that GMs option can grant that skill a automatic +1% ( or 2 critical successes for some GMs ) Which would basically be like giving some free added XP. Roleplaying games are meant to be very flexible and fun. Use GM perogative and see what works best for you and your group(s) and enjoy.

My game sessions with group last an avg of 7-9hrs....thats 400-600XP just for the session and i always give something for good RP ( usual is along lines of 100xp for good and 200xp for really good rp that entertains the group without taking it offtrack )..incentives to the players to play and play well and have some fun with it. most sessions they will kill or subdue at least a few minor/moderate enemies so theres some more XP and i always make them think and puzzle things out so when they figure out main plotline clues they get a bonus of 50xp and 25xp for minor ones...all that XP does add up quite well.

As everyone said above...

....plus I found that most PCs were not saving up much XP for putting up their characteristics. So for a couple of missions I gave out no XP per session and instead gave out a big amount at the end. Then the PCs put up some secondary and tertiary stats.

Don't worry I have played WFRP 2E & GM'ed DH. I like both systems but it's actually quite enjoyable for the players gaining a new cool talent or ability that allows them to remove a heretics vital organs as 20m with a toothpick rather than +5% BS