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Postby Ninasie » Thu Mar 22, 2007 7:37 am

Sablemage wrote:If so, I probably need to rethink how I'm doing invulnerable saves generally. Perhaps they should be more like the Warding power, and less like concealment...


What about using the Damage Reduction mechanic?
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Postby Uchuujin » Fri Mar 23, 2007 1:10 am

Sablemage wrote:
Uchuujin wrote:Only thing that always jumps out at me when I look at this the drones for the Tau, especially the shield drone, seem quite overpowered. A constant 50% miss chance for one feat choice?


It seemed like the easiest way to implement a 4+ invulnerable save in True20 terms. Of course, in W40K, if you take the invulnerable save you're not allowed a normal armour save, which in True20 you would be. Maybe it's overpowered; no-one has taken it in the playtest campaign yet.

If so, I probably need to rethink how I'm doing invulnerable saves generally. Perhaps they should be more like the Warding power, and less like concealment...


Been a while since I've played WH, but in general when converting another system I would try to preserve the feel, more than the exact rules. Obviously the shield drone should grant a defensive bonus, but try and balance the degree of bonus with the power of other True20 feats.
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Postby Sablemage » Fri Mar 23, 2007 5:57 am

[quote="UchuujinBeen a while since I've played WH, but in general when converting another system I would try to preserve the feel, more than the exact rules. Obviously the shield drone should grant a defensive bonus, but try and balance the degree of bonus with the power of other True20 feats.[/quote]

<Nods> Makes sense. Thanks for the input. Preserving the feel of the W40K game as played by my club would be easy; nobody uses shield drones, so I'd just drop 'em... In my mind, they were intended as something an Ethereal would take as a protective "familiar" rather than wearing armour.
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Postby Sablemage » Fri Mar 23, 2007 5:58 am

[quote="NinasieWhat about using the Damage Reduction mechanic?[/quote]

I hadn't thought of that! Interesting idea, thanks. I'll reread the rules on it and see how it fits.
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Postby pineappleleader » Sun Mar 25, 2007 3:23 pm

sablemage: A Space Marine character begins as a Neophyte, a 1st level Warrior, with either Firearms Training
or Weapon Training, and as many of the minimum abilities and other required feats as he can
manage. Usually this will mean taking -3 Charisma to get the necessary ability points; this can be
rationalised by saying the various treatments needed damage his boyish good looks.

Space Marines having a -3 Charisma bothers me. Charisma is not just "looks".

Some important skills work off Charisma. Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform.

Bluff (as feint), Gather Information, and Intimidate seem to be almost "a given" as Space Marines skills. Diplomacy would also be very useful for Commanders.

Disguise and Perform seem out of character (Dancing Space Marines? :lol: )

Some space Marine Chapters keep very dangerous animals as mascots, so Handle Animal may also be useful.

Starting with a negative Charisma seems to put Space Marines at a disadvantage that can not be made up.

Some of the Warhammer 40K fluff that I have seen in the past, questions whether Space Marines are even still human after their transformation. Perhaps they should have enough additional points to bring their Charisma up to +0 or +1.

As humanity's greatest warriors they should have at least +0 Charisma, if not higher. Space Marines are Very Intimidating.

Any thoughts on this?
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Postby ValhallaGH » Sun Mar 25, 2007 3:47 pm

I would think that Space Marines would know themselves to such a degree that their confidence would ooze out into any room they were in. Self-awareness and self-confidence is one aspect of Charisma; projecting both into one's environment are the hallmarks of a charismatic character.

Now, thankfully it doesn't require a negative charisma, it merely encourages one. This means that a 10 point game (which is totally appropriate for a game where the peak of human ability is a common character) would allow Space Marines to be appropriately cool without having to be less self-confident than many plants.
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Postby Sablemage » Mon Mar 26, 2007 5:47 am

Thanks for the input, folks. It's appreciated.

So, maybe it would be easier to treat Marines as an alien race - i.e. a separate background. I'll think on't.

I'm not entirely certain that a -ve Cha should make it harder to intimidate people anyway.

My originally intent was to say Marines are too powerful to be PCs in a 6 point game, but my players rebelled. :D

Even then, they have to be 3rd-4th level at game start. Maybe I shoulda gone for a 10 point game to begin with...
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Postby William1968 » Mon Mar 26, 2007 7:31 am

pineappleleader wrote:
Darth Phil wrote:...So far the paths I've got in mind are (in no particular order)
Assassin (Warrior)
Tech Adept (Expert)
Sanctioned Psyker (Adept)
Astropath (Psyker)
Bounty Hunter (Warrior)
Hive Ganger (Warrior)
Redemptionist (Warrior)
Rogue Trader (Expert)
Imperial Guardsman (Warrior)
Inquisitor (Warrior, Expert or Adept)
Commisar (Warrior)
Adeptus Arbites (Warrior)
Navigator (Adept)

What about Savant (high IQ Expert)? Inquisitor Eisenhorn would not have gotten very far without Aemos. It also gives someone a chance to play a less combat oriented character and still make a major contribution to the gaming group.


Or a "blank" for that matter, since Cain would be equally up the creek without Jurgen.
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Postby William1968 » Mon Mar 26, 2007 7:35 am

pineappleleader wrote:
sablemage: A Space Marine character begins as a Neophyte, a 1st level Warrior, with either Firearms Training
or Weapon Training, and as many of the minimum abilities and other required feats as he can
manage. Usually this will mean taking -3 Charisma to get the necessary ability points; this can be
rationalised by saying the various treatments needed damage his boyish good looks.

Space Marines having a -3 Charisma bothers me. Charisma is not just "looks".

Some important skills work off Charisma. Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform.

Bluff (as feint), Gather Information, and Intimidate seem to be almost "a given" as Space Marines skills. Diplomacy would also be very useful for Commanders.

Disguise and Perform seem out of character (Dancing Space Marines? :lol: )

Some space Marine Chapters keep very dangerous animals as mascots, so Handle Animal may also be useful.

Starting with a negative Charisma seems to put Space Marines at a disadvantage that can not be made up.

Some of the Warhammer 40K fluff that I have seen in the past, questions whether Space Marines are even still human after their transformation. Perhaps they should have enough additional points to bring their Charisma up to +0 or +1.

As humanity's greatest warriors they should have at least +0 Charisma, if not higher. Space Marines are Very Intimidating.

Any thoughts on this?


Instead of a -3 Charisma, simply build beginning Space Marine characters on a higher point base, say, somewhere in the 9-12 point range, with Terminators(high-level characters to begin with)more in the 12-16 point range.

They are supposed to be the übermensch of the Warhammer 40K universe, after all.
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Postby William1968 » Mon Mar 26, 2007 7:42 am

Sablemage wrote:Thanks for the input, folks. It's appreciated.

So, maybe it would be easier to treat Marines as an alien race - i.e. a separate background. I'll think on't.

I'm not entirely certain that a -ve Cha should make it harder to intimidate people anyway.

My originally intent was to say Marines are too powerful to be PCs in a 6 point game, but my players rebelled. :D

Even then, they have to be 3rd-4th level at game start. Maybe I shoulda gone for a 10 point game to begin with...


I can see their point and yours, Sablemage.

I mean the Adeptus Astartes are usually at the point of the spear when it comes to Genestealers, the hivefleets and full-blown invasions of Chaos, and those who work with them(such as commissars) had damn well better be at least half as good as the battle brothers if they don't want to end up being playing host to another 'Stealer infestion or fodder for the minions of Slaneesh or, Emperor forbid, Khorne.

My take that anyone(other than a Space Marine) in an adventure involving Space Marines should be built on at least an eight to ten-point base.

This type of adventure would definitely be beyond the pale of any "normal" character below 6th level
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Postby William1968 » Mon Mar 26, 2007 7:43 am

Oh, one more thing, Sablemage.

Have you yet adapted Battle Fleet Gothic to True 20?
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Postby pineappleleader » Mon Mar 26, 2007 7:19 pm

Sablemage wrote:Thanks for the input, folks. It's appreciated.
(SNIP)
My originally intent was to say Marines are too powerful to be PCs in a 6 point game, but my players rebelled. :D

:lol: :lol: :lol: :lol: :lol: :lol: Everyone loves Space Marines.

Are you familliar with the GW 54mm narrative skirmish game "Inquisitor"?
Even with all the powerful characters in that game, Space Marines are limited to one per game (if you must) or better yet, none. They are just too powerful.

In most WH40K stories with a mixed Imperial force the non-space marine units are usually wiped out or suffer such heavy casualities as to be useless after the battle. As was pointed out in another post Space Marines fight only the biggest and baddest of the bad guys.

It is also rather hard to have a Space Marine be inconspicious. "The Inquisitor wants you to quietly enter the under-hive bar and waite for our target. Don't attract any attention. Got that Space Marine?" :roll:
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Postby Darth Phil » Tue Mar 27, 2007 12:01 am

My own thoughts on space marines are that unless the entire party is made of of them then leave them. The game would be IMO interesting enough without them if you run it Inquisitor-style.

One way of dealing with them however would be to use the Level Lag options as included in the True20 Companion. I have found this to be a useful document, but unfortunately I've not had the time to write anything in detail up (I'm getting married in two months so things have to be prioritised she says). With the Level Lag, the Marines only start acquiring role abilities after they have earnt all their other feats, but I see this as diffuclt to do in a game of Marines and "normals" as Marines are built over a number of years, decades even.

On a related note, the Companion also suggests using the Backgrounds for creating characters from different, erm, backgrounds! Applying it to the 40K universe means you can build characters from forge worlds, agri worlds, hive worlds and so on giving them relevant starting skills/ feats. I would even go so far as to say expanding the 3 roles using the role creation rules and creating Inquisitors, priests, assassins etc.

This is my 0.5Cr worth. Sorry if it seems disjointed.
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Postby Sablemage » Tue Mar 27, 2007 3:38 am

Darth Phil wrote:One way of dealing with them however would be to use the Level Lag options as included in the True20 Companion. I have found this to be a useful document, but unfortunately I've not had the time to write anything in detail up (I'm getting married in two months so things have to be prioritised she says). With the Level Lag, the Marines only start acquiring role abilities after they have earnt all their other feats, but I see this as diffuclt to do in a game of Marines and "normals" as Marines are built over a number of years, decades even.


Quite possibly. I've just acquired the Companion but haven't had time to do more than drool over it yet. I suspect it will lead to a number of changes in what I've written so far.
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Postby Darth Phil » Thu Apr 12, 2007 7:12 am

Right, after much scribbling and rewriting and thinkings I have pencilled down the following backgrounds based on the stuff in the main rulebook and the Companion.

Feats
Planetary Adaptation (Additional)
Death World: +4 Survival, +4 Fortitude vs poison related checks.
Forge World: +4 Craft, +4 Fortitude vs stamina related checks.
Hive Worlds: +4 Navigate (Tunnels), +4 Survival

Backgrounds

These backgrounds can be used in addition to the ones presented in the Sci-Fi section in the True 20 Companion.

Hive Ganger
Feats: Weapons or Firearms Training, Attack Focus, Skills Focus (Intimidate)
Favoured Feats: Tough, Diehard

Commissar
Feats: Armour Training (Light), Firearms Training, Benefit (Commissariat)
Favoured Feats: Inspire, Seize Initiative

Inquisitor
Feats: Armour Training (Light), Weapon or Firearms Training, Benefit (Inquisition)
Favoured Feats: Master Plan, Well Informed or 1 Supernatural Power (at 1st Level only)

Ecclesiarchy
Feats: Benefit (Ecclesiarchy), Dedicated, Connected
Favoured Feats: Inspire, Well Informed

Adeptus Mechanicus (Modified from True 20 Companion Technician background)
Feats: Replace Inventor Feat with Benefit (Adpetus Mechanicus)

I am at the moment only considering using the Adept, Warrior and Expert roles rather than creating a batch of new roles. Creating new ones is a whole new headache and from some of the character ideas I've played around with and "written up" you can get quite a vareity of characters.

Regarding Savants, isn't that just the Eidetic Memory feat? Its been a while since I read the Eisenhorn trilogy and it is currently somewhere in the attic. I'm sure there are feats from the Cybernetics pdf which can replicate "savant" abilities.

Psychic blanks (such as Jurgen and Alizabeth Bequin) - I dont have my books to hand but you could just use the mind shield power (I think that is the right one) or Mutants and Masterminds has a power which is very similar to the abilities of these two characters. I shall research this![/b]
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