Played my first game with my group...

By Kainus, in Dark Heresy Second Edition Beta

And we loved it.

Seriously, you have a great system here and I really enjoy it. The talent trees really work for the reason I assume they were intended for- to allow a linear progression down a variety of paths. Your combat system is crunchy and plays into your strengths (wound effect charts) to create a rich game where wounds are much more than a simple linear mechanic. At first I was upset by the lack of skills, but after I saw the Specialist talent, I understand and approve wholeheartedly, although the talent could be cheaper.

Psychic powers are great as well. Everything about them, from what I can tell, is solid.

-I personally think chainswords need a +1 to damage, but that's trivial.

also, what happened to range modifiers? I understand the simplification, but a +1;0 for Point Blank wouldn't hurt and emphasize the brutality of the range.

All I ask for are guidelines for creating new Home Worlds, Backgrounds, and Roles. Also, I like how roles are done- unrelated to their backgrounds, yet they truly define how that character approaches life. Please, more backgrounds. Also, I think Roles should give you a starting skill associated with that Role. I might end up house ruling that, anyways.

Don't listen to the popular monologue, FFG, this is a very good game. Dark Heresy needed a new edition, not an update. I really can't wait to see this new Dark Heresy's life.

For everybody else, give the system a serious chance, and don't walk in comparing it to Dark Heresy1e, because it isn't 1e. It has other serious strengths and other weakness. Appreciate it as it's own beast, but by no means is it poor game design.

How complicated did combat get with the new Wounds system?

It's strange at first, having to reference the charts and all, but it actually makes the game more involved when there is an effect tied to each wound. I have a printed copy of the book, and I've tabbed each chart for easy reference. They could simplify it for basic NPCs however, similar to the way Extras are handled in Savage Worlds, but it does add color to the game.

I might make a GM screen using these charts to avoid flipping through the book, without gimping the design of the system. Really, it's a gory boon that I don't want to ignore.

It seems clunky at first, but I can tell that it's very intuitively designed.

Although less effects wouldn't hurt.

They could simplify it for basic NPCs however, similar to the way Extras are handled in Savage Worlds, but it does add color to the game.

They have - Mook NPCs don't use the tables at all, and die on either one Righteous Fury, or two wounds, whichever happens first, and Elite NPCs die on a Righteous Fury.

Excellent to hear that it went well.

The wound system was certainly one a felt was difficult to gauge in a vacuum, so it's great to hear that it works in practice.

I'm very glad the psy system worked well too. I was never a fan of the Rogue Trader onwards psy system, but it does seem like they've finally got the balance with it this time.

Did you get to try any of the investigation stuff out during your game?