Morangias said:
Again, different people, different priorities. My team is very mindful of both the roleplaying and mechanical aspects of the game, to the point where we can't enjoy ourselves if either of them is inadequate.
I never met a system that was not exploitable or 'broken' in some way; musn't been a barrel of laughs at this table. It seems to me you're aiming to have everyone able to do everything with any weapon or piece of gear OR have everyone positioned into a single role and they must not sway away from their designated role within the party (hard to say as some arguemnts swing one way or the other).
Either way, it will remove the uniqueness of each class in combat (as even the mild-mannered adept can soemhow managed to do as much damage with his standard las weapon as the bolter-towing guardsman) , or will limit everyone's options "Well, my Adept can't do anything in that combat, so he'll stay behind that crate with the tech-priest, passing the time playng cards and wait until the guardsman and assasin finish off everyone."
As for Psykers, if you're fearing of getting, or ARE getting a TPK everytime a witch uses a power, then either the player uses too much dice for no reason (more chance of getting those 9s), or is simply unlucky and managed to score a few 9s followed by 75+ rolls (from phenomenas to perils), and again followed by what, 70+ rolls to get deamon popping out of the warp randomly. The worst phenomena that happened to me was the strong, howling wind that knocked people off thier feet and had the psyker being thrown on the floor and whipepd by invisible hands. Never had a peril of the Warp yet. Far from the dreaded TPK that seems to happen to everyone each time the Psyker try to use Call item or whatever cantrip power he's got. But I did had a tech-priest failing to throw a grenade and having it bounce back into the PCs (who were 'cornered' inside an airlock)
