Hello everyone.
I followed the forums a long time, lurking quitely
But the chance to give some feedback to the beta, which could lead to a better version of this already awesome game, got me from my couch.
I would like to make a 10 things to improve list and, I would love it if you could comment on it, as I really highly appreciate your qualified oppionions.
I play several RPGs since about 2 decades, but no RPG ever got me like DH.
The only issue I have are some rule tweaks which yet would need to be made to lift the rule-system from a "good" to an "excellent"
Enough small talk - lets start:
1.) Problem: Single shots always lose in comparision to automatic fire
--> make degrees of success matter when firing a single bullet instead of several.
With several bullets, you get additional hits - with a single bullet you should get +1 damage on your hit and the target gets -5 to his evade-attempt. This could be used in a light version with only every 2 degrees of success or in a more effective version with every success. The shooter should be the one chosing the kind of Bonus (he either hit a more vulnerable area or predicted the targets movements better)
This would also help with Tanks that cant be wounded (those guys that already have armour 4+ and TB 7+ in the new system)
--> would be solved with the solution in problem 1 to increase damage by degrees of success
This could probably also improve the issue that Sniper Rifles cannot kill with a single hit.
Furthmore it will help with those guys that jump around so much that you cant hit them at all (Agility 70, Evade +30)
--> yeah, you still got that 5% chance at last, but thats not really a good option. The solution from 1 also can solve this by giving -5 per DoS on the defenders evade.
You could even consider this bonus also for automatic fire if your DoS exceed your RoF - but only for the first bullet to hit.
As I read in another thread on here, introducing into the wound table a range which gives no wound, but fatigue would be a very intesting option also (at Wound table scale 1-2 maybe, being extracted from step 1-6)
2.) Grenades detonate on impact
--> they could be made to detonate 1W5 phases in the initiative later. This could make interesting situations, like forcing somebody out of cover. To compensate for this, their damage could be
increased slightly.
3.) Why dont have Toxins an ongoing effect ?
4.) Why dont Unnatural senses beside sight (and maybe taste) decrease the penalty for fighting blindly or for limited view
--> would be realistic and more fun
5.) Perception has not enough influence on ranged combat
--> the PerB could be used to limit the recommended Bonus in 1.)
Lets say, max. + PerB or +PerB/2 (rounded up) ?
6.) Psykers should get 1 Fatigue per use of Focus psy Power
Psykers should get 1 Fatigue if pushing Psy Rating or if failing a Focus Power in general
7.) non-sanctioned psykers should get +2 on their warp phenomena throw.
8.) Psykers should get -5 on their Focus Power Test per Cybernetic they have
9.) Lower Talent cost to 200/350/500
10.) Make attributes cost: new Attribute Bonus*factor, not old one* factor
This changes should adress the major systematic problems from my point of view.
Hope to get a lot of feedback.
Maybe we can together work out at least 2-3 changes to recommend out of this.