So, my group has been playtesting the new edition of D&D and finding it way better than it has any right to be. Since Warhammer rolepay is still my most beloved system though, I've been thinking of importing my favorite bits from D&D 5 to make 40k, which I've always seen as a very roleplay heavy system, even better at developing story through mechanics.
1) Combat Advantage
This is the big one, and the most noticeable difference from playing any other version of D&D. It gives you an increased chance of success, without increasing the maximum or minimum level of success. For a game like 40k, based on a range of 100% probability, this is extremely useful.
Why is it good?
- It's usually granted for combat situations, rather than character abilities. This keeps players focused on the story and the environment, rather than staring at their character sheet to pick a talent.
THE RULE: When a player has Combat Advantage, they roll 2d10, and the lower number is the tens digit. Players get combat advantage for:
1. Melee attack against a knocked-down opponent
2. Ranged attacks from cover
3. Melee attack against an enemy in cover
4. Ganging up on an enemy with multiple melee attacks
5. Being successfully assisted on any Skill Test, by another player helping you or hindering your opposition
- These rules replace the normal bonuses, i.e., the flat bonus for hitting a downed enemy or ganging up on one
2) Disadvantage
The dark twin of Combat Advantage, this works about like you'd suspect. It lowers your chances of success without affecting the range of results. For Space Marines, this can keep them from becoming powerless in a situation, simply because of stacking negatives.
THE RULE: When a player has Disadvantage, they roll 2d10, and the higher number is the tens digit. Players get Disadvantage for:
1. Ranged attacks against a prone opponent
2. Ranged attacks at an enemy in cover
3. Any attacks while Suppressed
4. Ranged attacks when surrounded by enemies (crush them with the butt of your bolter!)
5. Being severely hindered on a Test, as when trying something you've never done before
- Advantage and Disadvantage cancel each other out, so, for example, two characters firing at each other from cover will make straight rolls. This keeps combat from falling into wars of attrition. However, two bloody opponents making melee attacks against each other while crawling on the ground will BOTH have Disadvantage, so just because your opponent is hindered does not mean you have Advantage.
- One last important note: Fate points work as normal with both Advantage or Disadvantage. This means Fate Points are more powerful when you have Advantage, and less powerful when you have Disadvantage. This really empowers players to set themselves up for success, while limiting their ability to force success in reckless attempts, which I like.
3) The Skill-less Skill System
The last big addition I wanted to thieve from is: Skill restrictions in D&D 5e don't really exist. Unless the GM rules so, anything can be attempted, even if it means having Disadvantage and other penalties. Skills just give you a flat bonus to a type of activity, and you and your GM decide which attribute to base it on, depending on the situation. This leads to wildly creative combats, where players' core attributes become the most important thing on their character sheets.
THE RULE: There is NO PENALTY for using a Basic Skill Untrained. Taking a Basic or Advanced Skill grants you a +5 bonus. Additionally, your Specialty allows you make Advanced Skill Tests Untrained with DISADVANTAGE as long as the Test relates to your specialty in some significant way, examples:
1) An Apothecary may be able to use Decryption on medical software from his familiarity with the subject
2) A Devastator who uses rockets and grenades might be able to attempt to disarm a common explosive without Security (and he better not fail…)
3) A Librarian may get vague impressions or have an ominous vision when attempting a Forbidden Lore skill he doesn't have
4) An Assault Marine may be able to determine the Tactics an enemy is using from his up-close encounters with them
- These rules allow character to try a lot of creative solutions to problems, leveraging the Disadvantage mechanic to ensure there is a tangible reward for taking the skills in the first place.
So yea, these are the choicest cuts from the D&D Playtest that I've served up dans le style a la Deathwatch , I think the basic is system has brilliance like there's no tomorrow, but right now the most narratively rich game I'm playing is D&D, and that let's me know: "Yea, things can be better."