Balancing Dark Heresy Characters within a Rogue Trader Campaign

By NGL, in Rogue Trader House Rules

Quite honestly i try to prevent crossovers. But then i currently only GM RT; since the movers & shakers aspect is really to my liking, as well as the sandbox mode.

In RT you can copy close to any class from DH. Well mostly. My preference is to simply give the player in question his pick on the origin path, recreating the DH's characters history as closely as possible. Yes he will end up less powerful, but he will get access to the PF in the end.

DW is more of a problem, but then FFG has invented Astartes type bolters all of the sudden; and i simply dont want Explorators or cybered up/tricked out Arch-Militants running around with Astartes type weaponry. Plus i have 10 years of 40k in me, Having different bolters all of the sudden is really, really strange (well strange enough to be ignored/ especially since it contradicts 40k itself).

Lynata said:

...That's a matter of equipment and influence, though. All of which is (or should) be attainable by anyone, depending on the scope of one's campaign....

Even just considering a character you have to take into account their gear as the system takes into consideration, I don't like it, but I think it does.

If the point of this exercise is: make 3 toons with 13K XP and give them the same gear ( ignoring psychers and navigators) , then DH toons will win everytime IMO. Skills will matter a lot, however if you think in terms of starting gear with few upgrades then the balance should be there.

Here is my example, 13K assassin vs starting space marine:

Loads of skills and special abilities with "crappy" gear

vs

huge monster outfitted with insane weaponry,a fortress around him and a lot of generic skills.

Don't know who wins but it's interesting. If you follow the road of... "With 13K xp OFC the assassin has Bling all over, then the marine is toast as his superior strenght and toughness will lose to skills and special talents and his armour won't save him.

isidro said:

Don't know who wins but it's interesting. If you follow the road of... "With 13K xp OFC the assassin has Bling all over, then the marine is toast as his superior strenght and toughness will lose to skills and special talents and his armour won't save him.

The systems weren't really designed with compatibility in mind, sadly.

Lynata said:

The systems weren't really designed with compatibility in mind, sadly.

I agree. If they could make talents and skills cost the same xp across the systems it would hugely improve the GMs abilities to mix the systems.

The concept of the 2 games are not even compatible really, while parts of DH and DW are nice to use as a reference for RT (especially for background).

DH and DW are squad based tactical games - where a small group bands together to overcome baddies and loot em (or get rewarded for it), similar to D&D, Mechwarrior and most other combat RPGs.

RT is a more of a combat/storyteller game - where a group of individuals with focus on achieving something rather than killing baddies (yes there will be baddies but killing and looting them isn't really the purpose), similar games would be Werewolf, Legend of the Five Rings and more story oriented RPGs.

I've tried making some homebrew rules for NPCs using both DH and RT rules - to be honest, the character path in RT simply doesn't have as much skills or talents as a character from DH. In fact, I find the character path system clunky to the point of useless that I'm tempted to just assign free choice to everything. On the other hand, a RT character will out gear every DH character, except a Sister of Battle from the Blood of Martyrs book.

Hantheman said:

...

DH and DW are squad based tactical games - where a small group bands together to overcome baddies and loot em (or get rewarded for it), similar to D&D, Mechwarrior and most other combat RPGs.

...

Cannot disagree more strongly. There is a wink on DW towards tactical but it's done using the cohesion rules and solo/squad ablities more than tactical decisions like D&D 3, D&D4 and FFG new WHRPG.

IMO DW is about beeing a Marine, internal conflicts with the empire, with other marines, combat with Xenos, and the obvious one between "blessed" ignorance and "tainted" knowledge.

DH is about a bad bad world where whatever you do doesn't really matter because there is always a bigger nightmare up ahead. You fight for something that doesn't want to be saved, won't be saved and your boss is potential mass-murderer with, we hope, good intentions...

This is not Laser Squad, UFO or any of the computer tactical WH40K games IMO.

Isidro

I believe the games were compared to "Call of Cthulhu", "Traveller" and "Exalted", respectively.

Lynata said:

I believe the games were compared to "Call of Cthulhu", "Traveller" and "Exalted", respectively.

Was replying to hantheman about RT and DW beeing more tabletp-ish and RT beeing more RPGish.

Ok I was using very broad generalizations earlier, but If I had to compare games based on themes:

DH has 2 major themes: Horror and investigation and undercover/clandestine ops. Games like Call of Chuthlu, Shadowrun, Spycraft, Buffy:TVS are similar in theme. These are not "biggest gun" wins kind of games, but rather intelligent play and using what you have creatively. In fact, a lot of situations will call for solutions where "biggest gun" is not an option.

RT major themes are: Diplomacy, Exploration & Exploitation and Command: Traveller, Star Trek, most WoD games, Indiana Jones, Space 1889 have some similarities in themes. Here combat is not the only option, but still a very viable option. The one of the goal for this game is getting rich which is not a common theme in RPGs.

DW is the typical combat game - sort of like a Blockbuster movie. Yes there is some interaction between NPCs for gear requisition, reknown and such, but the main geist of the game is to go out and kill aliens (bad guys). Theme wise its very similar to various good vs evil or one faction vs another games or us vs them games. Some examples are D&D settings like Dragonlance, Heroes Unlimited, Star Wars Jedi vs Sith settings or even zombie splatter games.

I am not comparing engines or roleplaying vs combat (you can LARP D&D 4th ed if you really wanted to...).