<i>This dark tome brings to life role-playing in the grim darkness of the 41st Millennium. Does it succeed in bringing glory to the God-Emperor? Or will it lay discarded and unused, much to the laughter of the Dark Gods?</i>
<i>This dark tome brings to life role-playing in the grim darkness of the 41st Millennium. Does it succeed in bringing glory to the God-Emperor? Or will it lay discarded and unused, much to the laughter of the Dark Gods?</i>
Re: [RPG]: Warhammer 40,000: Dark Heresey, reviewed by skisko (5/5)
Quote:
Originally Posted by weasel fierce
Looks good. What do you feel the longterm play options look like ?
Would this book on its own let a group play for a year ? More than that ?
Easily, the career trees alone last for 15000xp and as a guide its suggested 200xp per 4 hours play/session
Just want to state I'm surprised and quite pleased by the Eisenhorn comment at the end of the review, more than a few people have railed heavily against the starting characters in the demo games.
If there are some differences in content between this edition and the normal edition my apologies in advance if my review is in error.
The only content difference is supposed to be that the collector's edition comes with the fold-out maps, while the standard edition does not; instead, preview photos seem to show that they're printed in a much smaller size on the flyleaves of that edition.
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Re: [RPG]: Warhammer 40,000: Dark Heresy, reviewed by skisko (5/5)
Not to be an ass, I was really disappointed with this review. I was hoping for more discussion of the game's actual mechanics, and less assumptions about its realism/playability.
When I look at the careers, I see dungeon crawl classes. That's OK with me, but I'd like to know if this game is actually about investigating evil, or just blowing the shit out of it? Do the the Inquisition actually inquire? Do the rules reinforce investigation, interrogation, clues, etc?
Additionally, one aspect that the reviewer is keen on actually concerns me about the game: the critical hit charts. If I am reading this right, there are charts to determine how and where a target gets maimed. Is there a mechanical distinction between splattered blood vs. cooked flesh? Or is this strictly a narrative tool for folks too lazy to describe carnage?
Also, I wished you explained more about corruption/insanity/dark pacts, etc. Is this system merely tacked on to add a conscience to a dungeon crawl? Or is it a vital and interesting part of the game? Why would my character NOT want to sign dark pacts? Does the game just take away your PC (ala Cyberpsycosis in Cyberpunk), or is there some type of mechanical handicap or punishment you have to deal with if you sign Dark Pacts?
Anyways, IMHO, this reads like an advertisement, not a critical review. I feel I could get this same info from the back of the book. I want to know more about this game!
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Last edited by ChadDubya; 01-14-2008 at 05:26 PM..
Reason: Forget something!
Re: [RPG]: Warhammer 40,000: Dark Heresy, reviewed by skisko (5/5)
I think the review was very good, it shows the writer feels very strongly about this product and cited why. I would have liked a better overview of the mechanics but I get a good sence of this book, far more than if I actually thumbed through it or looked at the back of the product. I think I will be looking into this game much more closely than I might have previously. Thanks.
Re: [RPG]: Warhammer 40,000: Dark Heresy, reviewed by skisko (5/5)
Just one thing...You CAN buy skills and talents from your previous career level.
And now in answer to the first poster:
There is a mechanical difference between different types of damage, some kill or disable you quicker or in different ways.
The game does push you towards investigation. Unless your GM is a real soft touch you will die pretty quickly if you rush in guns blazing.
Insanity and corruption do have very marked effects, just like in WFRP, they can really mess your character up.
Dark pacts: you have just sold your soul to the devil (or the 40K equivalent). Fairly large down side to that one I think.
Game mechanics: most things based on a D100 roll under a percentile ability score. Average human is about 30%. Various modifiers, usually +/- 10-30.
weapons do damage usually (10+#, +1st digit of attckers strength score in melee) - (1st digit of targets toughness score + armour) average of about 12 wounds to start with and doesnt increase much.
I think the game gets things right between playability and complexity on combat, its quick but detailed enough to be varied. It feels like WFRP but developed to the next level, ironing out all the kinks in it and adding lots of neat new ideas. In a way the career system is a bit more limited than FRP, but that is justified given the setting, and the careers are diverse within themselves.
Last edited by scumofsociety; 01-14-2008 at 06:52 PM..
Reason: thought of a few more things to say, clarify damage mechanics