The 5 big wishes

By GauntZero, in Dark Heresy Second Edition Beta

Personally I consider Fel-caps from armour more important than Ag-caps.

Moderns armour is restrictive, but not that much (I understand?), but wearing armour when interacting socially with people? Instantpenalties for anything except intimidation (and possibly command) checks. Same for weapons btw.

Mind you, while caps are easy to impliment, I dislike them as a mechanic. I strongly prefer penalties (preferbly progressive penalties) instead.

The issue with hard caps is it doesn't really take all situations into consideration too well. I mean, some art of 40k nobles has them wearing plate chestpieces, and someone like an Imperial Guard commander is probably going to take an armoured soldier more seriously than a fop in fancy dress.

I think this sort of thing should be entirely left in the hands of the GM, really.

Very true.

The issue with hard caps is it doesn't really take all situations into consideration too well. I mean, some art of 40k nobles has them wearing plate chestpieces, and someone like an Imperial Guard commander is probably going to take an armoured soldier more seriously than a fop in fancy dress.

I think this sort of thing should be entirely left in the hands of the GM, really.

You are very correct. Society in 40k differs a lot...

I don't think that armor should impose social penalties by default- penalties result from wearing armor in situations where armor is socially unacceptable. I imagine a lot of PDF soldiers like to wear their flak vests when they know they'll pass through rough neighborhoods. Leaders of all sorts almost certainly wear armor when addressing the masses- both for the imposing image, and also to avoid snipers.

It's definitely the sort of thing that's wibbly enough to leave it up to the GM. You might be able to get away wearing a sword and carapace armor to a formal ball, as long as you gilded it first. Get that dashing swashbuckler look. Ladies love a military man, etc etc.

Art of 40k nobles says a lot about this topic, really. I mean just look at this bastard.

laurent-strophes.jpg

That's clearly a plasma pistol openly carried on his hip, and I'm fairly sure he's in at least a flak chestpiece there too, albeit a fancy one.

Yeah I'm really unclear what that chestpiece is meant to be. Is it made of metal? It looks like it has rivets. Admittedly, that guy doesn't look like he uses Charm a whole lot- but the point being that that top doesn't inherently make him less charming still stands. He'd be conspicuous in a less ostentatious environment, but certainly not by nature alienating.

I think the hit to SUBTLETY is the best representation of the drawbacks of wearing armor.

Edited by susanbrindle

Subtlety and AG caps as "hard numbers", social penalties accourding to GM decision. SOmetimes this may even be a bonus instead.

Ok , What ? Badguys don't talk to military or police. who wears the full armor ?

agility caps , really . always trying to get around the rules.

Happy New Year !!!

Wow...that was a lot of information put in very few words...you are an optimizer it seems... ;)

Yes, you are right, it might be a little obvious to talk to the bad guys, dressed in enforcer carapce.

But:

> sometimes the bad guys are guys from the military or the "police"

> sometimes they might think your are bribed or can be

> not all "enforcer armour" really is enforcer armour

Ok , What ? Badguys don't talk to military or police. who wears the full armor ?

agility caps , really . always trying to get around the rules.

Happy New Year !!!

That only works under the assumption that

1. The NPC in question is a bad guy

2. The bad-guy faction in question is in conflict with the military/police

3. The armor in question is associated with the military/police

4. The bad guy in question does not see any value in attempting to coerce members of the military/police into joining his faction.

Again, it'd make much more sense to have the DM freehand it than to have static, universal modifiers.

Unless the chestplate is supernaturally comfy nobody is going to wear one in normal circumstances unless he is anticipating possible trouble (which that noble certainly might be!).

As long as the chestplate has no Ag cap that decreases your Ag, I'd say it is perfectly comfy ;)

New Armour Quality: Comfy

Another one: stylish

Unless the chestplate is supernaturally comfy nobody is going to wear one in normal circumstances unless he is anticipating possible trouble (which that noble certainly might be!).

People wearing horribly uncomfortable clothing for the sake of impressing in social situations isn't exactly a new phenomenon though. 40k just takes that to the next level evidently.

Unless the chestplate is supernaturally comfy nobody is going to wear one in normal circumstances unless he is anticipating possible trouble (which that noble certainly might be!).

People wearing horribly uncomfortable clothing for the sake of impressing in social situations isn't exactly a new phenomenon though. 40k just takes that to the next level evidently.

You know you've arrived when you need sub-dermal synthmuscles to hold up the weight of your bling.

People wearing horribly uncomfortable clothing for the sake of impressing in social situations isn't exactly a new phenomenon though. 40k just takes that to the next level evidently.

The next level? Compared to eg. Belladonna ?

Smearing your face in poison is pretty hardcore, but can it stand up to slicing off an arm to get it replaced with a gold played, diamond studded cybernetic?

Smearing your face in poison is pretty hardcore, but can it stand up to slicing off an arm to get it replaced with a gold played, diamond studded cybernetic?

An arm that still works? Probably better than the one you had? I think so, yeah.

Smearing your face in poison is pretty hardcore, but can it stand up to slicing off an arm to get it replaced with a gold played, diamond studded cybernetic?

I point you towards most elective cosmetic surgery.

Re: Face-poison smearing. See Botox.

1) Yup, I'd prefer opposed Evading. However, there's so many strong opinions on both sides of that one that I think it's kind of begging for a grand compromise of some sort. I offered a suggestion for including both opposed Evading and UNopposed Evading in the thread on that subject.

2) I think the Fatigue system looks pretty good now that it's basically like Beta1.

3) I'm fine with the Lore Skills

4) I'm fine with Called Shot. Always thought it should be tough to hit a body part vs. the whole person. Needing the extra time of a Full Action makes sense to me. IMO, making Called Shot tough helps maintain the importance of cover.

5) I see your point here. They've greatly curtailed the actual narrative divination, that was much stronger in both DH1 & Beta1. They seem to have stuck to much more combat practical applications in Beta2. I will say, I don't mind that the narrative diving powers be expensive - true diviners are supposed to be rare.

In your support, I do miss DH1's Psychometry, Personal Augury & Soul Sight - and I liked the tables those powers came with . I would want narrative diviner powers to come with a decent structure to help the GM apply them. Those DH1 powers offered some decent structure.

5) I see your point here. They've greatly curtailed the actual narrative divination, that was much stronger in both DH1 & Beta1. They seem to have stuck to much more combat practical applications in Beta2. I will say, I don't mind that the narrative diving powers be expensive - true diviners are supposed to be rare.

In your support, I do miss DH1's Psychometry, Personal Augury & Soul Sight - and I liked the tables those powers came with . I would want narrative diviner powers to come with a decent structure to help the GM apply them. Those DH1 powers offered some decent structure.

1) Yup, I'd prefer opposed Evading. However, there's so many strong opinions on both sides of that one that I think it's kind of begging for a grand compromise of some sort. I offered a suggestion for including both opposed Evading and UNopposed Evading in the thread on that subject.

2) I think the Fatigue system looks pretty good now that it's basically like Beta1.

3) I'm fine with the Lore Skills

4) I'm fine with Called Shot. Always thought it should be tough to hit a body part vs. the whole person. Needing the extra time of a Full Action makes sense to me. IMO, making Called Shot tough helps maintain the importance of cover.

5) I see your point here. They've greatly curtailed the actual narrative divination, that was much stronger in both DH1 & Beta1. They seem to have stuck to much more combat practical applications in Beta2. I will say, I don't mind that the narrative diving powers be expensive - true diviners are supposed to be rare.

In your support, I do miss DH1's Psychometry, Personal Augury & Soul Sight - and I liked the tables those powers came with . I would want narrative diviner powers to come with a decent structure to help the GM apply them. Those DH1 powers offered some decent structure.

1.) Cover lost importance due to "Nowhere to hide".

2.) Called shots lost importance due to "Nowhere to hide"

3.) Called shots are useles ever since, as they get an effective -30 penalty AND need a full action (which is another +10 you dont get for aiming) --> -40 compared to a standard attack ? Really ? Thats a joke.

And then the target can still make a binary dodge. Great.

Edited by GauntZero

1) Yup, I'd prefer opposed Evading. However, there's so many strong opinions on both sides of that one that I think it's kind of begging for a grand compromise of some sort. I offered a suggestion for including both opposed Evading and UNopposed Evading in the thread on that subject.

2) I think the Fatigue system looks pretty good now that it's basically like Beta1.

3) I'm fine with the Lore Skills

4) I'm fine with Called Shot. Always thought it should be tough to hit a body part vs. the whole person. Needing the extra time of a Full Action makes sense to me. IMO, making Called Shot tough helps maintain the importance of cover.

5) I see your point here. They've greatly curtailed the actual narrative divination, that was much stronger in both DH1 & Beta1. They seem to have stuck to much more combat practical applications in Beta2. I will say, I don't mind that the narrative diving powers be expensive - true diviners are supposed to be rare.

In your support, I do miss DH1's Psychometry, Personal Augury & Soul Sight - and I liked the tables those powers came with . I would want narrative diviner powers to come with a decent structure to help the GM apply them. Those DH1 powers offered some decent structure.

1.) Cover lost importance due to "Nowhere to hide".

2.) Called shots lost importance due to "Nowhere to hide"

3.) Called shots are useles ever since, as they get an effective -30 penalty AND need a full action (which is another +10 you dont get for aiming) --> -40 compared to a standard attack ? Really ? Thats a joke.

And then the target can still make a binary dodge. Great.

Clearly the Nowhere to Hide talent reduces the effectiveness of cover - that's its purpose - but I don't agree that cover's importance has been reduced as much as you suggest:

---For one thing, your assertion implies a somewhat ubiquitousness of this talent among PCs & NPCs - some will have it but I wouldn't assume it's quite that widespread. A very substantial amount of the time the attacker is not going to have this talent.

---The talent, while increasing the reduction of cover when cover is reduced , doesn't increase the likelihood of cover being reduced. So even the relatively low 8-AP of Storage Crates isn't going to be exceeded all the time by average weaponry. The 12-AP of barricades is going to go unexceeded quite a bit of the time. The 16-AP of thick iron is pretty safe...and plasteel at 32-AP is extremely safe, as always. So there is a wide disparity in the effect of this talent on different kinds of cover.

----Associated with the item directly above, the higher AP covers are not going to be particularly affected by this talent without premium weaponry.

All the points above also apply to reduce the Nowhere to Hide talent's macro effect on Called Shot. To wit, a significant percentage of ranged attackers are not going to have this talent - so they're going to consider making a Called Shot because it's available to any attacker.

I do see your point that with Beta2 Called Shot has increased in difficulty a great deal - no doubt about it. What causes me to come to a different conclusion about it though, is I've always thought that Called Shot should be harder.

In DH there are 6 hit locations, so with Called Shot you've roughly got a target 1/6 as big as you would otherwise. In DH1 I thought -20% just wasn't enough to reflect a target roughly 1/6 the size. Then Beta1 reduces that to +0% and just 1 Action Point! Of course, given my fundamental opinion regarding the target being 1/6 the size, you can imagine I was appalled at the virtually free Called Shot of Beta1...talk about a cover-killer!

I know you're going to hate this, but I'm finally satisfied that the difficulty of hitting a target 1/6 the size is reasonably represented. Essentially, it makes Called Shot a really bad choice for average shooters - which I think makes sense. It makes Called Shot a dubious choice for decent shooters - which again, I think makes sense....there's a good reason that law enforcement doesn't try to shoot the guns out of people's hands. With the current Called Shot rule, you'd better be a damned good shot ! IMO, that's appropriate.

One man's opinion. Cheers