signoftheserpent said:
ak-73 said:
So how difficult is it for you to determine the challenge rating of a Tau Crisis Suit for example.
How difficult would it be to list how much XP it cost to build the Crisis Suit?
0. Adversaries aren't bought through XP. They are most likely converted from 40K to DW. If you want a a challenge rating, take the points values from 40K, exaggerate the Marines values substantially and there you go.
signoftheserpent said:
How difficult is it to cost out the unique talents/traits/rules that many adversaries come with?
Susbtantially given the difficulties in statting out weapons properly and in a balanced manner.
signoftheserpent said:
Could they not have been included in the talents list rather than solely for that monster?
No use in that as the list of enemies gets continually expanded. Besides the seperation is good indeed: you need to learn a set of standard traits and talents so while game-mastering you only need to leave open the page with the xeno stats. If you know the standard abilities you don't have to flip pages, as the special traits are right before you and the standard talents/traits you have in your head.
signoftheserpent said:
That way the GM has extra tools, properly costed, to build new monsters? That idea isn't without precedent as the talents list already includes many that are used only for adversaries as it is.
Normally GMs don't build monsters, they assign values instead. Of if there is a random generator, they do a few rolls.
signoftheserpent said:
Surely the best way is to guage the XP cost of the kill team and use that to either build new monsters/xenos or build your own version of stuf like tyranids/tau, or to 'pay' for stuff in the book already. I don't understand why that's not possible; these adversaries use the same talents and stats as marines so therefore they must fall on the same xp costs, even regardless how may stats/talents/traits they have. As I said, unique talents could have been costed to factor in. Weapons too, if necessary.
If you think it's not too difficult, why are you complaing? It should take you not much time and effort to roll your own. Just as I don't complain about having to assess the challenge rating intuitively.
signoftheserpent said:
That's how other games do it. If i play Mutants and Masterminds, i build villains using the same points as the players, or less if they are to be weaker henchmen types (and many games have their own henchmen rules, or horde rules anyway). Why not here?
Different philosophy of gaming. NPCs are not constraint by the same set of rules as PCs. And it makes **** sense too: it's by far easier to assign stats to NPCs just like that without having to worry about XP costs.
signoftheserpent said:
What makes 40k different in that regard. The GM can then choose if he wants to use a monster with higher stats and can write the adventure accordingly - he at least has the info to make that decision.
Well, 40K is different in that regard. So is Shadowrun (at least 1E/2E), Cyberpunk (1E/2E), Harnmaster, Aliens, Palladium, Twilight 2000, Recon, CoC, Traveller, Paranoia, etc etc etc.
signoftheserpent said:
Now it might be possible for me to go through the stats of each monster and retrofit an XP cost, as someone is bound to suggest. But that's extra work that really I shouldn't have to do. Why? Because that's why we pay for rulebooks. DIY is entirely fine, if that's your thing (and with an xp system, as i said, you still can), but it should only be an option, not the default.
Well, as a gamemaster you always have to do so some extra work and since you implied that it's not a difficult nor lengthy thing to do.. go ahead. I have no idea what you are complaining about here then.
Alex