Stormast said:
Meh. Some are so overpowered I'd not use them at all, some are absolutely useless, and the majority are group abilities which turn your character into a buffwh*re making the Marines even more powerful. ![]()
That's entirely a matter of preferences, of course. Personally, I rather dislike the idea of playing a "mage" and, correspondingly, did not feel tempted to pick up any of these talents yet (currently testing a BoM Sister, in retrospect I should've went with the IH one).
ak-73 said:
And if he is an Astartes hero, a DW Marine of Rank 7+, he will do 1d10+18. (But shouldn't improvised weapons rather do 1d5-2? Would fit the damage system better.) Let's assume he has Strength 50+; he will do in Power Armour 1d10+15 or 1d10+20. And if the PA gives a strength bonus...
I have no words... :I
Thanks for correcting me.
(sidenote: Improvised Weapons really do 1d10-2; 1d5-2 was pure hand-to-hand, iirc, with brass knuckles providing 1d5-1)
ak-73 said:
Agree about everything. Most of my ramblings are really just nitpicking and wishful thinking a la "what could have been", including a greater compatibility between the systems. I still love the basic mechanics and, at least for now, it remains my favorite system (slightly ahead of the Dragon Age P&P, whose idea of "Dragon Dice" stunts is pure genious). I can get pretty enthusiastic, though, which occasionally has negative side-effects such as becoming obsessed with some idea or being way too easy to tempt into lenghty debates (as demonstrated).
Just kiddin' of course.
(and I mean NO slight to Lynata in doing so, she's so on to it that to get that reply from her deserves kudos)
Is that Dark Eldar or something? My GM just won some Dark Eldar on hover-board thingys like Green Goblin from Spiderman and they look cool too, if rather easy to one shot I'd guess.
Tough enough for what if I may be so bold?