Greetings. I'm an avid fan of the Warhammer 40K RPG, but inside my heart there has been some glaring frustration with the system and flaws that could hint the system needs an overhaul with a new addition. Here are my Pet Peaves with the system that really fluster me,
1. TOO MANY SKILLS: Indeed, I am overwealmed with the number of skills in the game. So many skills do such similar things that they don't deserve to be their own independent skill. For instance my Genetor Explorator in Rogue Trader had to take not one but 3 seperate but probably similar skills to cover all his bases. This being Chem Use, Scholastic Lore Chyistry and Trade Chymist. Honestly why do you need to have so many dammed skills to do just one thing. It would be easier to combine such things into a single skill (Like under Chem Use) and be done with it. Plently of other examples. Concealment and Silent Move? Looks a lot like why Hide & Move Silent were seperate skills in D&D 3.5. There is just WAY too many skills to keep track of in the game and I can come up with reasons to remove more than half of them and replace them with just a united skill group. I hate that most of your first character sheet page is cluttered with so many skills and this needs to be fixed.
2. Success/Failure Ratio: I find that in Warhammer 40K, your odds of failure are HUGE. The average stat of 30 still means you'll be failing something you've been trained at 2 times out of 3 and don't give me the BS about fate points, they're a limited commodity. I've seen cases that a skilled scum could not pick a lock when his life depended on him. And don't get me going about that demo adventure where you need to climb down a 1/2 mile shaft that basically will kill any PC that didn't bother to take the Climb Skill. As for solutions, my idea is that being trained in a skill should give you a flat +20 skill bonus to your check, with +30 and +40 for extra advancements. As for basic skills, they should be rolled at a +0 instead of half your attribute and untrained skills at probably the opposite, a flat -20. I remember playing a Rogue Trader game where the dice coulden't get below a 50 the entire game even when spending fate points. The Odds need to be improved on the dice.
3. Trained Weapon Skills: A minor pet peeve that you have to buy talents for individual weapon training groups. You should simply have a few large skill groups covering Universal, Exotic and Xenos weapons and be done with it.
4. Weapon Skill/Ballistic Skill quandry: I find Weapon Skill and Ballistic Skill should not be stats at all in the game. They would work actually better as skills in my opinion. Instead Weapon Skill should be a skill based off Agility and Ballistic Skill should be based off Perception. All PC's would be considered having a "Basic" in such skills and then be able to boust it like buying up a skill.
So here is some reasons (Of Many) of why Warhammer 40K RPG needs an overhaul. What is your opinion?