AKA: Go back to DH1/OW combat rules! That's my fix guys. The OW system works better, Period. You don't have to redo everything else, Just that! Reinventing the wheel for the sake of saying you did was silly! Much of the rest of DH2 is very well done! Particularly the narrative stuff! The combat system, while playable (Sort of!) is inferior to it's predecessors for a lot of reasons!
Obviously Radwraith, to each his own, and I agree this 2e-Beta isn't ready for prime time...and it stunned me to first learn 2e wasn't mechanically backwards compatible. However, I'm in the camp that, despite the nostalgic glow it seems to be enjoying on here, the DH1 system had quite a few significant problems not to be glossed over now. I suspect that most current DH campaigns are, as a result, heavily-to-very-heavily House Rule'd. I know mine was. OW modifications made the DH1 system more palatable but it still had significant issues. I kept playing because of the sick setting.
Given your comment that the "OW system works better, period" and that this is "Reinventing the wheel for the sake of saying you did", let me list the key areas that I find 2e already better than 1e. It's an important topic for all DH fans who are trying to decide whether a system upgrade is worth working on.
- IMO, Action Points (essentially 4 quarter-turns) are a big improvement over Full Actions/Half Actions (2 half turns). Now a character can move, fire, move & go prone all in the same Turn. With Action Points a character can choose btw completely dedicating that Turn to an action or budgeting some of their Turn for Evading - or even multiple Evades. We always found Full/Half Actions to be clunky.
- Dodge wasn't right. Attacker would roll a "3" on their To-Hit percentile roll, Target would only make their Dodge by 1 and negate the whole attack. Comparing Evade DoS against the Attack's DoS is superior and is a big change, because it comes up all the time. Moreover, I never liked that the 1e system essentially allowed you to Dodge no matter what a character was otherwise doing. Now in 2e, at least a character has to account for their Dodging (Evade) with Action Points.
- Flamers with their auto-hit-but-you-can-try-to-Dodge were overpowered and a bit strange, falling outside the normal combat mechanic. One man's opinion.
- There were WAY too many skills and too many tiny niche' skills (i.e. Blather) that needed to be rolled into another broader ones.
- I like crunchy combat systems but DH could certainly get ponderous, "Okay, so your attack is +10, -20, +10...+10....right? Wait. How many +10's was that?"
- I had more than one of my players ask me under what circumstances their best choice would be to use a Full Move vs. just Run for a short distance. Interesting question.
- A character in DH 1e could have suffered multiple wounds and be in terrible shape but still be in a massive sword fight while carrying all 70lbs of their gear - all without any ramifications whatsoever. Yet they took one more shot & suddenly died. Sure, we just all shrugged and said "Pulp" (a.k.a. this isn't intended to be a historic reenactment) - but that doesn't mean it wasn't completely ridiculous.
There's always going to be folks who stay with the old - always - and it's all good. But let's the rest of us do this.
Ok, I'm sorry but I feel a rebuttal is in order! While I respect that each of us has an opinion I think since specific points were made they deserve specific counter arguments (So no disrespect intended).
1.) AP are absolutely NO different from the half/full/evade pattern of previous system other than tying them to a weapons rate of fire (Which is also ridiculous IMO!). They are simply labeled differently and handled in a more clunky non-organic feel to them. As I have pointed out before: This idea is not new. It was tried by GDW for some of the traveller expansions of the early eighties as well as some wargames. It was largely abandoned in later game since most players felt it made the game feel too 'mechanical' rather than a living character role. This was pretty much the common opinion of most players and gm's back then and I still feel the same way now.
2.) I agree with you on the basic thought but this could have been added to the OW combat system seamlessly (I don't doubt it was probably a fairly common 'house rule' at many tables.)
3.) I disagree with you here. A flamer works like a hose so it is going to hit unless you somehow get out of the way. Flamer's auto hit was mitigated by extremely short range and *** marriage ban in california (Joke! Sorry couldn't resist ). Also Flamer's base damage was comparable to a Lasgun so it wasn't THAT potent.
4.) This was largely fixed in later products. (Again OW and BC).
5.) I didn't find the modifiers to be that mathmatically challenging and neither did any of my players! Particularly if you had a GM screen to keep it all straight. Must just be me.
6.) Good question! Circumstance would dictate the answer.
7.) I agree with this. In DH1 (And later products,) The framework was there with fatigue, lightly and heavily damaged conditions but nothing other than healing times was tied to it. Again, This could have been added seamlessly w/o a complete rewrite!
As I've said before: I could buy into this if the new rules were obviously better! They aren't! This is just different! And arguably worse in many ways!
Well, of course, no offense taken Radwraith...but given how actually different Action Points are from the Full/Half Action scheme...I think the two of us just exist in two different gaming universes and leave it at that.
The better response from me to everyone else reading this thread in the Dark Heresy 2nd Edition Beta Forum is to re-emphasize this:
There's always going to be folks who stay with the old - always - and it's all good.
But let's the rest of us work on this quite promising 2nd Edition.