Black Heresy or Dark Crusade

By Nemezis2, in Dark Heresy

bogi_khaosa said:

Lip-Reading, Search, and Awareness are all the same skill? Were they drunk when they wrote these rules?

Seriously, the more I hear of these rules the more I dislike them.

I don't see why there needs to be separate skills for all 3, that is just a waste of XP and limits your character needlessly because you don't happen to have lip reading on your advance table somewhere. The same can be said for concealment, shadowing, and silent move getting rolled into stealth. A lot of things needed to be streamlined in DH, and BC incorporates most of those streamlined elements.

I would have liked it better if they'd combined search and awareness and left lip reading alone (or made it a talent).

But a one in all skill is still better than three seperate skills

DJSunhammer said:

I don't see why there needs to be separate skills for all 3, that is just a waste of XP and limits your character needlessly because you don't happen to have lip reading on your advance table somewhere. The same can be said for concealment, shadowing, and silent move getting rolled into stealth. A lot of things needed to be streamlined in DH, and BC incorporates most of those streamlined elements.

Because they're completely different abilities. Being perceptive does not let you read lips.

While we're at it, being good at climbing does not make you a better swimmer. Or able to swim at all.

bogi_khaosa said:

Because they're completely different abilities. Being perceptive does not let you read lips.

While we're at it, being good at climbing does not make you a better swimmer. Or able to swim at all.

It's an age-old issue that every ruleset has to contend with - granularity of skills versus overburdening of the skill system. The greater number of smaller, more specific skills that a system contains, the greater the player character's expenditure required to become competent at a given role, and the more likely it is that a number of individual skills will be regarded as too specific and thus are largely ignored.

Folding Climb and Swim into Athletics is something commonly done in many RPGs, mainly because Swim itself is so scenario-subjective as to either be invaluable or useless, depending on the context of a given game. On the other hand, Concealment and Silent Move are often folded into a broader Stealth skill because any character that wants to do one will probably want to do the other as well. Some game systems go further - the Leverage RPG folds all tasks in to one of five thematic groups that equate to the character roles present in the game and the TV show it's based on, for example.

The key thing to remember here is that not all game design decisions are made purely based on "how well does this reflect our personal perceptions of reality", particularly when you're aiming to produce something that produces particular thematic results (say, if you're trying to replicate the tropes of a particular genre).

Umbranus said:

I play an adept/Sage with unnatural Int and at times it very much does break the game.
Intelligence Bonus comes into play in some ways that are not balanced around unnatural int.

Example 1: A successful use of medicae lets you heal others for Int Bonus in wounds. With an unnatural Int of say 60 thats 12 wounds with just some bandages.

Actually it isn't overpowered. You can only apply medicae per wound, for example you got a 3 hits with total of 1, 2, 3 damages, healing each with separate checks. You must make a check per each wound to cure it, AND YOU NEED TO BE LIGHTLY WOUNDED (which is toughness bonus x2 from maximum). Also you cannot apply medicae more than once per wound, so if you fail at some wound, you gotta wait for it to heal naturally, or either by psyker powers(which are the ones actually being OP here, imo)

PnPgamer said:

Actually it isn't overpowered. You can only apply medicae per wound, for example you got a 3 hits with total of 1, 2, 3 damages, healing each with separate checks. You must make a check per each wound to cure it, AND YOU NEED TO BE LIGHTLY WOUNDED (which is toughness bonus x2 from maximum). Also you cannot apply medicae more than once per wound, so if you fail at some wound, you gotta wait for it to heal naturally, or either by psyker powers(which are the ones actually being OP here, imo)

This is incorrect. For First Aid you make one single Medica test, regardless of how many times during a fight your patient was injured, and heal as many wounds as your Int allows (and any other bonuses from Master Chirurgeon, etc). Any wounds not healed at this time are now considered Treated, and may not be healed with any further First Aid tests in the furutre.

But you do not treat every single injury separately. That would require way too much book keeping. The point of the confusing wording is that each of your Wounds (ie, Hit Points, not "hits" or "injuries" can only be treated once). There was a fairly extensive example of this given in the Deathwatch errata IIRC. (Though it may have been a forum answer by the devs, my memory is imperfect).

Having made your First Aid test(s), you can now treat these wounds with Extended Care, speeding up the natural healing rate.

I think it is a check per gained hit, if not, it should, otherwise you can just spam first aid checks and suddenly be all well in 10 rounds, making rules of extended care useless. Still you only heal wounds equal to intelligence bonus if the one who received damage is lightly wounded.

You misunderstand me. After any encounter in which wounds were taken, you may attempt 1 First aid test.

It doesn't matter if you were hit 1 or 10 times, the one First Aid test is all you get. Any wounds not healed by this test are now considered Treated, and no further First Aid tests may be attempted.

If you later get into a new fight, and take new wounds, these may be treated with a new First Aid test. Again, it doesn't matter how the new wounds were taken, they are all treated with a single test. Any treated wounds from previous encounters will not be healed with these tests, even if all the new wounds were healed and the First Aid test had potential to heal more.

As Darth Smeg said.

And as to the lightly wounded: There are talents that let you always be treated as lightly wounded

a talent.
normally available to tech-priest and sororitas.
although it is elite advanceable.

And okay, in our campaigns medicae hasn't been so much into play, except on my personal use and our dm said it's the way like I told earlier. (we had a psyker with healing powers who healed everyone to full wounds always -.- )

so in short you mean: one check per battle, which heals the amount stated, depending if you are lightly or heavily wounded.

Don't forget the "Hardy" -talent. Autosanguine isn't the only one.

"Hardy. Prereq: Toughness 40. For the purposes of removing Damage, you are always considered to be Lightly Wounded."

Get either one of them, if you can. Having one makes recovery from injuries immensely easier and faster. That or a psyker just waving his hand mumbling in faux latin. gui%C3%B1o.gif