Free Form system for Dark Heresy

By Santiago, in Dark Heresy House Rules

Hi,

I had an idea but it is still in the planning stages. What if you could build your character totally from scratch.

Step I: Choose Home World

Step II: Choose Concept (a 3 word description of your character)

Step III: Choose Profession

Step IV: Choose Primary (3), secondary (3) and tertiary (3) abilities from the trait bar

The advance cost is as follows:

Primary: 100/250/500/750 xp
secondary: 250/500/750/1000 xp
Tertiary: 500/750/1000/2500 xp

Step V: Skills and Talents
Okay this is where it gets a bit tricky
Spend 1.000 xp on skills and talents (Speak Language (Low Gothic) and Melee Weapon Training (Primitive) are free!)

The cost are as follow:
(Taken/+10/+20)

Basic Skills: 100/200/300 xp
Advanced Skills: 200/300/400 xp
(This rule makes homeworlds alot more interesting)

Talents:
I still have to split up talents into cost catagories, my main problem is Psi-Rating, I was thinking the following:

Psy-Rating: 200/400/600/800/1000/1200 xp

Now I only have one problem left, the Tech Priest, I was thinking making their implants a 200 xp Talent/Background

Step VI: Spend 400 xp to finish of the character

I would very much appreciate some feedback!

GrtZ,

Santiago...

ps. Tables and such will follow

Though I personally loath to bump my own threats, I still need some serious feedback

The problem I think you will run into is the one that the existing format solves very well.

Some skills and talents are strategically placed so they take development to get. A 1st level "Cleric" type wouldn't be able to start out with Melee Weapon Training (Power), Basic Weapon Training (Bolt), Ambidextrous, Dual Shot, etc. The Talents almost need to be laid out in levels just to maintain that balance. Then you can compare what they cost for each class. Do something like:

Dual Shot: Available at Level 4 for 200, Level 6+ for 100.

Mimic: Available at Level 2 for 200, Level 4+ for 100.

Sound Constitution will be a big exception. This one is really sticky as it very dependent on career and level. Not sure how you do this one.

Psy Ratings are way over cost. I think if you stick to a level system for when you can gain them, you can leave the costs alone. Maybe limit the number of powers you get with each rating purchase since the cost for advanced skills is on average higher than before.

Now the other thing that I see that is still a weakness is the starting design. The 1000 experience with the increase in costs on Advanced skills will not be enough. Especially since most starting characters are a bit under skilled to begin with. You also may want to put limits that no more than 600 points can be spent on talents since you want the players to have a few skills starting out. I would probably break it out 500 points on Talents and 700 points on skills. This will give you a little better starting position.

Also, let them only at start, pay 100 points each to make up to three Advanced Skills Basic Skills. This includes the reduced price for purchasing them. This can only be done at character creation.

Anyway. There's a few thoughts for you.

Oh... And I didn't realize your first post was a threat. ;)

I have no problem with a 400xp character having a Bolt gun and power sword proficiency since there is no way they can afford them anyway. As with any free form rpg balance has to be maintained by adult players and an alert GM.

The Psy Rating might a bit expensive but makes sure that being a Psyker is more than something like, oh I'll have that too.

GrtZ,

S.

If there is a reasonable reason that a character can, in the setting, acquire these skills, why should mechanics or "balance" restrict it?

Kage

Interesting concept. How much money are the characters allotted to puchase their initial equipment and how will their income be determined? I imagine that the income and social class table on pg 124 in the core rule book would provide the guide lines. Will the character's rank be determined by the xp they have spent? I have similar (in thought at least) free form rules for psychic power used base on the "spheres and runes" magic system found in the Elric! supplement, "The Unknown East". Its been my experience that free form rules tend to be abused by min/max power players. Allowing players to choose almost guarentees cherry picking, obtaining advantages while avoiding potential disadvantages. I can almost forsee a player claiming to be of noble birth, gifted with the family's heirloom power armour and bolter. Hopefully your group will have the maturity and good sense to test these rules (a little gm persuasion works wonderfully!), after all how entertaning would Superman be without kryptonite.

Well, thinking about using the DH social standards, that's why I stated profession...

Instead of simply choosing profession, how about buying social class for XP?

That is a very good idea, though social class does not always imply income or profession.

But I'll make some system for income based on Contacts.

not sure this would qualify as serious feedback but your system sure sounds interesting ! would love to try this out some time...

Santiago said:

Well, thinking about using the DH social standards, that's why I stated profession...

My apologies, you did state profession in the aforementionded steps above. I have to remind myself that not everyone uses my homebrew rules (Imperial Gaurdsmen is the basis for Mercinaries, Bounty Hunters, Body Guards etc. each with varying amounts of starting and monthly incomes). It is an interesting proposition to allow the pcs to purchase their social status, I would wager that the social status would at least modify their beginning money, such as quadrupling starting funds for nobles or reducing said amount by half for down and out scum. All and all a fascinating experiment that you have here, hopefully you will be kind enough to keep us in you good graces and post an update.

Income is heavily influenced by social status, doors open for characters born into the right family that other characters might have to kick in themselves. Either way it should amount to about the same thing, you buy starting income for XP and explain it with any combination of hard work/blind luck that you like.

An outcast is going to have to spend a lot more time and energy climbing to the same place a merchants son might start at, both should cost XP.

Excellent Santiago.

Essentially this is the masterful approach of 'building a character's stats' around a concept right?

Simple, totally suited to the vast plethora of possible characters and types 40K engenders. Its simple, flexible, and will work very well.

All you've got to do is add in 'points buys' for 'Backgrounds' (social status, membership of certain Adepta, wealth, influence, staff, etc.), and maybe 'benefits and flaws' (check out the Vampire tM game for a really good list, or indeed any other game that uses them (GURPS?)) and you're ready to go with a highly flexible version of DH that has stripped out all that 'rank limit' nonsense.

Post up a draft (over at Dark Reign?), and we'll comment further. aplauso.gif

Luddite said:

...check out the Vampire tM game for a really good list, or indeed any other game that uses them (GURPS?)) and you're ready to go with a highly flexible version of DH that has stripped out all that 'rank limit' nonsense.

HERO, Mutants and Masterminds 2e, Shadowrun , or even a fan version of a points buy for Cyberpunk 2.0.2.0 to name but a few. All is good... gran_risa.gif

Kage