So I finished my Deathwatch 'chronicle' last weekend. We had a lot of fun and we do plan to come back to it at a future date, but we're switching it up with another game system for a little bit.
Now while I had a lot of fun with DW, the system has quite a few balance problem in my opinion, I'd figure I'd post those here and see what other thoughts and heck, maybe even hit on something that FFG hadn't thought about, you never know.
The game is at it's most balance at Rank 1, Renown Rank 1:
At that power level, the players are already a match for most of the thing in the mainbook and even most of the stuff in Mark of the Xeno (barring some of the most over the top stuff). As requisition rank increase, players quickly start to flat out ignore their opponents Armor ( '8' is more or less the average armor for Elite opponents) and their damage increase dramatically as well. This is of course combined with Skill/Traits that you can buy with xp, making them even deadlier.
While it is fun for the players to feel powerful and get new toys, it can be boring for them if they steamroll everything and it can get frustrating for the GM to always have to figure a way to challenge his players. After the 5th time your players encounter enemies at maximum range hidden in bunkers it starts to get old too.
Damage is extremely 'swingy'
While the weapon Errata helped this a lot, the issue still remain in many case. A good example of this: A player is hit by a plasma cannon... after Toughness and Armor are dealt with, he suffers 2d10+2... so anywhere between 4 wound (meh, flesh wound) to 22 wounds (HOLY **** I'M MELTING!) in one hit.
Damage is 'too much'
Once the Assault Marine got a pair of lightning claws (and those are in no way the worst offender as far as melee weapons go) and the Tactical Marine got a Barrage Plasma Gun, pretty much any elite enemies died in 1 round of attack. While I can certainly gives similar damage potential to the bad guy as well, having a 'Whoever hits someone first win!' battle just isn't all that cool. It also make Charging a bit of a trap... you charge, get parried/dodged and then get totally torn apart by the guy's multiple attacks (Both our Librarian and Assault Marine quickly realised that charging was a bad idea...).
Hordes are boring to fight against
Pretty much says it all. When fighting Hordes, a lot of your option go away. They are practically impossible to miss. You can't dodge against them or do anything different (stun, knockdown, grapple, etc). The combat essentially grind down to rolling dices and the GM/Players doing their best to come up with cool, non-repetitive way to describe gunning down/cutting up 5 people with one attack.
As if it wasn't enough, they are heavily afflicted by the 2 'damage problem' - most attack do enough damage to inflict magnitude on them as soon as they hit, so rolling damage is all but a waste of time (unless they are behind an absurd degree of cover) and it doesn't get any more swingy than those guy! A Magnitude 20+ Horde with Lasguns can do anywhere between 5 and 32 damage with 1 attack! This make it extremely dangerous to give them better weapons, as you can create a situation where the Horde can do anywhere between no damage to one shot-killing a player.
Too easy to 'max out' attack abilities
You can expect most players to start with 45+ in their main fighting skill. If you go with pointbuy, they will have 50-55 (possibly 58 with a Deed). Right off the bat, most guns will give you +10 for short range in the majority of fight and +10 for Semi-Auto (or +20 if you're not using the Errata, you crazy crazy person). Smart players will make it a priority to raise this skill fairly often, so you can expect them to get up to +10-15 fairly quickly (most people I've seen buy the first +5 right away with starting xp anyway) - aside from some key skill/trait at some ranks, this is the wisest use of your xp at first.
And then of course, you add in Wargear. Motion Predicator, Exceptional/Mastercrafted weapon. Pretty soon, everybody had 80+ to hit... the Assault Marine in my group had 98(58 base + 20 from xp + 5 exceptional weapon + 5 PA History + 10 Frenzy)! Add Balanced and Defensive Weapons, and many of them could not miss a Parry. This is a big part of 'the game is more balanced at rank 1' - at that level, the Marine can miss
.
This created situation where the only way to damage the players is to saturate them with attack (more then they have Reactions...) in order to make sure something got throught. Added with the damage problem mentionned above, this helped create the 'I attack, you die!' scenario. Most enemies have crappy dodge after all and even parrying 1 attack doesn't do much when the others coming for you can all kill you anyway.
All those problem pretty much merges together to create one 'big problem':
After rank 1, it becomes increasingly difficult to build proper encounters. It's all about juggling between how many opponents you need to put for the battle to be fun and challenging... without totally swamping them. And even so, because of the swinginess of some attacks, sometime even a well planned combat can go somewhere totally unexpected.
Battles were often either frighteningly easy cake walk or left the player wondering if anybody wrote down the license plate of that Titan that just walked all over them. There was very little middle ground and I did find myself ending games early in some occassion because I knew the characters simply needed their Fate points to survive the next encounter.
Now, none of this is game breaking. We played over 20 game session, my players got their characters to Rank 4 and Renown 3. They got to play around with a lot of the cool stuff and and had some epic battle and good story and a surprisingly amount of deep roleplay for a game about genetic killing machine. They are ways around most of those problems and experience DM should get out of it fine (right off the bat, proper use of cover mitigate a lot of the damage problems - when it come to ranged attack anyway)... but there has got to be a way to make things smoother for everybody involved.
This is not a 'haha! this game suck thread!' far from it. More of a 'This is what I noticed, do with it what you will.'. I love Deathwatch and we will be coming back to it at some point.

