Changes to Character Creation

By Kaihlik, in Dark Heresy Second Edition Beta

Our group has been reading through the Dark Heresy 2nd Ed stuff recently and while there is alot of good ideas we have some real problems with execution. Hopefully I can do a post for each section of the book that includes changes that we would like to see and hopefully we can get some discussion on how others feel about it.

So with that out of the way on to character creation.

The main problem with the character creation rules as we see them is the complete lack of options in relation to starting skills and talents combined with a very small amount of starting xp. This leads to very limiting character concepts where the vast majority of what your character is able to do at the start of the game is determined by just your background.

The easiest way that this could be fixed would be to first increase the number of skills and talents available at character creation slightly. The second thing is that the skills and talents available should be spread out across Homeworld, Background and Role which would allow for an array of abilities at character creation even from characters that share the same background. I don't feel that a Feral Worlder, guard, trench fighter and a Highborn Adeptus Munitorum Clerk (Sage) should have the same skills and talents at character creation.

While the 500pts starting xp can allow for very limited customisation, this should really be used for minor flavor as it allows for very little in real terms.

Let me know what you think and how you would address these issues or even how you would distribute the skills and talents across the various starting options.

Kaihlik

Edited by Kaihlik

My first thought to resolve this was simply to start the game at a higher level (say, 2000xp) so that people have more choice in what they buy.

To be fair I felt this to a certain extend with dark heresy 1 as well, it was really when the inquisitor's handbook came along that the game because broad enough in options for me. Did you find the same when playing DH1?

We didn't play from day 1 so we always had the IH.

I personally think that the 3 tiered system for picking your character plays well into spreading the skills and talents between all 3 stages. It would ensure characters can do what they need to do while massively increasing the variety of starting characters. Then you just need to have at least one other thing that each character creation stage gives you to make it interesting like the bonus for Homeworld or the special talents/xp costs of Role. I also think gear should be moved to Role, or mixed between Background and Role. I hate the idea that an Imperial Guard sage has the same stuff as an IG Heirophant.

We didn't play from day 1 so we always had the IH.

I personally think that the 3 tiered system for picking your character plays well into spreading the skills and talents between all 3 stages. It would ensure characters can do what they need to do while massively increasing the variety of starting characters. Then you just need to have at least one other thing that each character creation stage gives you to make it interesting like the bonus for Homeworld or the special talents/xp costs of Role. I also think gear should be moved to Role, or mixed between Background and Role. I hate the idea that an Imperial Guard sage has the same stuff as an IG Heirophant.

Role should give additional gear, in my eyes. And I feel that Home World and Background should offer more choices; a number of "this skill or this skill," "this talent or that talent" choices. Otherwise, characters with similar backstories will be horribly homogenous. If a party has two former Guardsmen, they will be all but identical.

Edited by Plushy

I agree that roles should also contribute some gear, if only to reflect what your actual profession is right now instead of before you became an Inquisitor's pawn.

Moreover, I think adding another layer or two, like Rogue Traders Lure of the Void and Trials and Tribulations, each giving either access to skills or talents, would allow for more customization and to distinguish between a hive world outcast desperado who's a sneaky scum dealing in the black market and a dashing gunslinging duelist (who could have the same basic structure).

My first thought to resolve this was simply to start the game at a higher level (say, 2000xp) so that people have more choice in what they buy.

To be fair I felt this to a certain extend with dark heresy 1 as well, it was really when the inquisitor's handbook came along that the game because broad enough in options for me. Did you find the same when playing DH1?

It being a pre-supplement issue with Dark Heresy 1st Edition doesn't excuse it being a (seemingly even larger) issue in Dark Heresy 2nd Edition.

It being a pre-supplement issue with Dark Heresy 1st Edition doesn't excuse it being a (seemingly even larger) issue in Dark Heresy 2nd Edition.

Exactly, the point of a second edition is to make progress, and not do the same mistakes. I mean, they had that sort of customization in both RT and BC, and the page count to relative worth of those was pretty **** good.

I'd like to see the character generation bit changed as well. A lot of the options are too bland and really add nothing to the character at all as far as flavor. I would love more of the rogue trader style character gen choices and to have some of the current bonuses changed to something remotely useful, related or desirable.

For example, Unlike many, I like the Void Born's ability because the one time it comes into play, it will be huge, but wouldn't something like pilot be more useful? Also, why is a space cop better able to shoot up someone's cover? Lastly, no one at all really uses carrying capacity in games, so the Guard's ability is just horrid.

This issues are currently being discussed in the Game mechanic sub-board if you'd like to participate. Were currently talking about the Feral-worlder Origin and Adeptus Telepathica, but I've believe we've said our piece about that and are about to move on to another Origin.

Edited by Saldre

Did some character gen today. The players didn't seem too bothered by the lack of choice, but more by the lack of experience with a lot of stuff being very expensive. I took pity on them and gave them an extra 500 exp (though to be honest, I used to do that with starting characters in DH1)

I'm in a group with Naviward and would say that I'd prefer a wider selection at character gen. spread over the 3 areas with a selection at each of 1 skill or another for greater customisation and uniqueness of character along with a selection of basic equipment from each selection too. This would cut right down on all characters from certain picks being exactly the same. I'm less inclined to favour the increase of starting XP just because it feels I haven't earned it while already progressing my way through the level trees.