Psychic Powers: New Vs Old

By Nerdynick, in Dark Heresy Rules Questions

Since the psychic powers were overhauled between games, I'd like to know which system is "better" (i.e. more balanced, less buggy, what have you)

The DH system is fun, scary, dangerous, and makes you understand why Psykers are hated and feared.

The RT and beyond system is so laughably safe that it overpowers Psykers. They no longer fear any consequences from using their powers.

I much prefer the DH system.

While I like the old system, the new system does better model some aspects of the fiction. Psykers in the background often seem to be able to use their abilities on a lower level without much risk, and more powerful psykers have greater control, and things kind of ramp up where freaky stuff starts happening when they let loose a bit. In Dark Heresy, no matter how powerful you always play a risk using a psychic power (as even with all the bonuses in the world you still roll that dice which can turn up 9), while in the subsequent systems you could cast fettered powers all day and not worry (except for the fact that your flinging measly effects about). The newer system is also more easily scalable, with the way power's effects scale with the effective psy rating rather than willpower bonuses, which is nice. However, there are still kinks in the systems (Deathwatch in particular has a couple of powers that just get unpleasant balance wise at the higher power levels).

ItsUncertainWho said:

The DH system is fun, scary, dangerous, and makes you understand why Psykers are hated and feared.

The RT and beyond system is so laughably safe that it overpowers Psykers. They no longer fear any consequences from using their powers.

I much prefer the DH system.

+1

WOooooO!

One of US! One Of US! ONE OF US!

The old system rocks- its always its probably the most tense part of the evenings when the Psyker is rolling them Power rolls! Really makes him think twice about using them. You'll find few (Not completely insane) players throwing powers around unless its necessary- and if they do, the team is quick to correct them!

Amaimon said:

ItsUncertainWho said:

The DH system is fun, scary, dangerous, and makes you understand why Psykers are hated and feared.

The RT and beyond system is so laughably safe that it overpowers Psykers. They no longer fear any consequences from using their powers.

I much prefer the DH system.

+1

Same here. The original system meant psykers had to be very careful with powers, but could also be effective without being overpowered, the new system (the main problem being the bonus to willpower psy rating gives and the talents that reduce the chance of perils) makes it far too easy to get powers off and for them to be reliable.

Each system does have it's merits (rogue trader has better balanced powers, black crusade introduces interesting modifiers to the powers), but ultimately dark heresy does it best in my opinion (and even then ascension has a few broken combinations).

I've been playing the various games since shortly after DH came out. I agree with most of what has been said previously.

The DH system is better in my opinion, because you can make powers work and still have scary chances for 'bad' consequences. In this case I tend to think of the old accounting term for BAD, or B.A.D..

In short, B.A.D. in this case refers to 'Based on the Available Data', would you still use the ability? In most cases, the players will; it's just that often those pesky nines show up at a bad time… or just after someone mentions it, i.e. jinxes you.

The only problem I have seen is when some GMs try to mix systems, which I have found simply does NOT work. Decide which system that you are going to use for the game, and then stick with it. Also don't change the rules as you go.

I was in a game earlier in the year where the GM was familiar with the RT system, started a DH game, and tried to mix the systems often using the worst of both because he felt that the Psyker was OP. He completely missed the point. Of course the Psyker is OP, but the GMs in this situation often forget to do what they need to do… make a player deal with the 'fallout' of using powers irresponsibly. That's the point of the DH system. Players have to be held accountable for the bad issues, which is the responsibility of the GM.

If you're either unable or willing to be tough with your players, then go with the more generic/vanilla system of RT.