It is not a significant difference overall.Ĭlick to expand.I guess this is where I stop and rant about how your conception of balance is all kinds of fucked.įirst of all, the penalty already represents recoil.
The average fate threshold (AKA the total amount of fate points) for a PC in DH2 at chargen is 3, and only one homeworld starts you at 4 fate points. In DH2, they instead just have a base fate threshold for each world. However, in 1, it was also directly influenced by a roll, and the average party member would have about 2 fate points at game start. Let's do another direct comparison between DH1 and 2, shall we? In DH2, as in 1, your starting fate is mostly dependent on your homeworld.
Aside from that, Inquisitors can purchase talents that upgrade their fate point uses to be more or less autopasses because they're goddamn Inquisitors, not mere acolytes.
If they have a fate point to spend, let them. It's literally their job to be good at it. I think everyone can agree that the party medic botching a critical medicae test to save the life of a planetary governor would be pretty shitty, especially if they rerolled and failed again. What do you expect to happen? Do you think Columbo would be able to just solo a squad of US Army Rangers?Ĭlick to expand.What are you talking about? Each role gets a new, unique fate point usage that the other roles don't get, and it's only so that they're decidedly competent at whatever role they are meant to carry out within the cell. Complaining that a military force is actually competent and would, in fact, slaughter a ragtag bunch of investigators when you're low-level is nonsense.
In the very picture you posted, you can read the description and see that the PDF in question is fully equipped and modernized, financed by nobles, sending out their officers to join the Imperial Guard as necessary. It was Ultramar's PDF that did the bulk of the work against Hive Fleet Behemoth, and in fact, Ultramar is constantly prepared to send out hundreds of regiments of PDF to join the Imperial Guard. Ultramar has one of the best PDFs in the galaxy, comparable to the toughest, most advanced Imperial Guard regiments you could imagine. Feudal worlds have PDFs composed of armored knights on horseback. The quality of a PDF varies about as much as the quality of life itself does in the Imperium. That, I think, would be far more worthy of mention than such a petty complaint.Ĭlick to expand.That's not true in the least. In fact, you could literally go Kenshiro on your enemies and reduce them to bloody chunks with your bare hands because a single unarmed strike only cost one action point. This meant that someone could fire an uzi at someone and instantly gib them in a hilariously gory fashion because four hits is already a +15 to the base wound effect dealt, while a missile launcher would deal half as deadly a wound effect, and only a single one, despite packing way more firepower. Primarily, it was that you were bumped up by +5 on the table for each subsequent wound you received regardless of how much damage you actually took from the attack itself. This is a ridiculous complaint considering there were much more glaring flaws with the wound system in the beta. Holy shit! You mean the beta added ONE WHOLE PAGE of tables? UNACCEPTABRU! There are 8 total pages of critical damage charts in DH1. Let's directly compare the number of pages of critical charts in DH1's core rulebook to the DH2 Beta's number of pages of wound tables. he wishes to distract someone by drawing his focus away from others"Ĭlick to expand.The beta's wound tables were not particularly any more trouble to work with than the basic critical damage charts already present in every 40k RPG.
"The GM can call on a player to use the Charm skill when: You tell Holthane you hear fighting at the front and that he should send dudes over yeah hobolius is lying in the ditch bleeding let hobolius die then and we continue or smthing He is basically in a completely different fight