First of all, I’d like to point out that I’m still relatively new to RPGs and even newer to the Deathwatch system, although not new to tabletop as my crew has been playing 40k for several years now.
In my group, I was elected (by default) to the position of GM. Sadly for my players I have a massive tendency to want to customize certain rules in order to produce a game in which I believe aspects are more balanced or are more in line with our way of playing.
So far with my group I have found that any changes to the rules to allow for players (and opponents) to have more options available to them during a combat turn makes for a much more interesting game. In particular I would be interested in hearing some thoughts on two particular major rule changes that I’m considering implementing, I’d also like to hear how people go about choosing a scale when using tactical maps (if their group uses them).
First change:
Because of a misinterpretation in relation to a player being able to move his agility bonus in meters and still fire full-auto or semi-auto; one of my players thought that characters could move their agility bonus in meters as a free action. As this was near the end of the night I couldn’t be bothered setting him straight and allowed him to do it. Before long this ‘agility move’ caught on with the rest of the group and was being used pretty regularly. Here’s a draft of how the rule would function:
Agility Move:
All characters once per turn may as a free action make a half move. This action replaces and invokes the same penalties as the rule for moving and firing listed on page 239 and 241 of the Deathwatch Core Rulebook.
• This movement may not be made if the character is currently wielding a heavy weapon, engaged in close combat or if they are otherwise in a situation that would make it difficult for the character to maneuver.
• Characters with jump packs do not double the distance of this move
In effect it allows for players to still maneuver slightly when using actions such as reloading, unjamming and the like without having to sacrifice an entire half-action to move that distance. (Not to mention it’s not unreasonable to think a marine could reload etc and walk at the same time)
Second change:
As many have noticed; Semi-Auto Burst offers almost no advantage over Full-Auto.
I imagine this is the case because the Semi-Auto rules were designed with weapons similar to the plasma rifle or pistol in mind; weapons that gain a much larger increase to damage with each successive hit or aren’t supposed to deal quite as much damage rather than weapons like the bolter or autogun that gain a smaller increase with every hit.
However, I feel that the notion of having a ‘best’ fire rate for each weapon is undesirable as it effectively limits a use of a weapon to one pretty specific form of attack. So far I’ve felt that the best solution to this is to change semi-automatic to a half-action that can only be used once per game turn.
Full-Auto would remain the optimal choice for damage, but Semi-Auto would allow for more versatility as it could be used in conjunction with movement, grenades, aiming or even used as a delayed action.
Sorry for the large post >.<