Howdie Folks
I'm not sure if this is the best place to post feedback on DH2B1 as I appreciate the devs have moved onto B2 but some of the feedback given here will be cross compatible, whilst the rest is for those true believers!
Bit of Context; A group of orphans return to their old Schola Progentium, which has now fallen into disrepair with that section of the Hive abandoned to the Underhive. After travelling there, the access tunnel the group used collapsed, stranding the group. Fend for themselves, carve out new territory, flee back to the hive.
Context on house rules;
- Psykers balanced, keeping the full fury of the perils whilst ensuring options for both sanctioned and unsanctioned (new) & both have more options to mitigate/avoid perils (i.e. undercasting a power below a psykers max psy lvl, means the psyker does not peril of double 1's, 2's 3's & so on).
- Weapon tweaks (Most pistols 1kg, hand cannons 5 clip, introduced a medium SP sniper, overcharging reduces reliable quality, item status effects reliable/unreliable)
- Talent tweaks (specifically fixing Influence power & Endurance has T50 not P55)
- Carry weights fixed (incremental 5kg, so +5, +10, +15, +20 for Sb 1, 2, 3, 4. Starts at 5kg for Sb1, 55kg for Sb5 etc)
- If a weapon (melee/ranged) RoF doesn't exceed 1, it gets +1dmg per additional DoS beyond the first.
- Silent weapons & Weapon audio ranges simply fixed.
- Mook/Vet houserule - Double Defence value (not inc. cover) = dead, 2 wounds = dead. Vets its 2-3 wounds only, not insta gibbing.
- Critter housrule - Triple Tb = dead. 2 (1-3) wounds = dead
So where to start? AP is brilliant, such a well executed mechanic that both defines & balances the game. From experience, games become broken when characters can increase the number of actions/unit of time, as compared to other PC's & NPC's.
Good points;
- AP as mentioned above. Speeds things up hugely. Intuitive.
- Wounds - Damage is lethal and the system scales nicely. 1-2 freebies then it gets messy. Players are scared of clubs & bullets alike.
- Talent/Attribute throttling - Having just attributes linked to rank, with subsequent talents with increasing attribute costs is self pacing. Having skills linked to the bonus makes them ever more costly without being prohibitive.
- Dealing with mooks is quick & easy.
- RoF - I was really worried about this. However it is not easy, especially with lower damage high RoF weapons, to overcome that damage threshold. I sprayed a ganger for 4 hits with a lasgun (normal setting) & only managed one wound, without cover. Lots of hits can be very damaging but this is very nicely mitigated by the difficulty of actually getting wounds through Defence Values.
Bad Points;
- Wounds - it does take time referring the the various tables. However due to its simplicity, it is one of the few things that can retain its content and be sped up hugely with an app/excel program. I.e. add in the final 'wound-effect' modifier after full defence value, add in location = set description. Pick from 3, per damage type.
- 'Surprise rounds' - We simply got wrong. We took it, old-school, as you had an entire pre-turn where-as now it is simply an 'act first' situation whilst preventing the pre-turn free 2AP to dodge.
- Use of difficultly ranges. Again, the mechanic exists, we just need to get more used to using it. More tests should have a scaled pass rate. I.e. an easy observe (P) check (+30) should provide limited information whilst the same Challenging Observe test (+0) should give more information.
- The use of the Delay Action took us a while to figure out (we're fine now). Basically, if you wish to wait, you must spend 1 AP holding off your attack. If you don't & still have spare, they can only be used for reaction actions. Perfect!
Hope you all find this all interesting. Happy to answer any questions!