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Review RPG Codex Review: WH40k - Dark Heresy, 2nd Edition

Discussion in 'RPG News & Content' started by Grunker, Nov 10, 2014.

  1. Grunker RPG Codex Ghost Patron

    Grunker
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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    Tags: Dark Heresy; Fantasy Flight Games; Games Workshop; WH40k

    [​IMG]

    The RPG Codex sporadically takes a look into the world of Pen & Paper RPGs. After all, this glorious hobby of ours was spawned directly from that cosmos. With the introduction of our beloved Gazebo, we started rolling out more tabletop content.

    However, since Monte Cook's Numenera, we haven't been that active with the ol' pen n' dice, so we thought that now was the time to once again peek into the realm of soda cans and sweaty arm pits. This time, it is Darth Roxor taking a look at Fantasy Flight Games' Warhammer 40,000: Dark Heresy, Second Edition:

    RPG Codex doesn’t get nearly enough pen-and-paper-related content, so I decided to sit down and rectify that. And what better topic would there be to write about than the recently released second edition of Dark Heresy?

    [...]

    the main questions are threefold:

    - Whether it managed to fix some of the original’s glaring flaws
    - Whether the overall theme of roleplaying an inquisitor’s private retinue of investigators tracking down WITCHCRAFT, HERESY AND MUTATION was preserved.
    - Whether Fantasy Flight Games managed to cherry pick some of the better additions from the previous supplements and offshoots.​

    So how does that go, we wonder?

    this entire system feels a lot like some sort of half-arsed fan attempt​

    Uh-oh. Read more to follow the trainwreck to its station.

    Read the full article: RPG Codex Review: WH40k - Dark Heresy, 2nd Edition
     
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  2. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
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    I've already posted this in the Gazebo DH2 thread, but I think it bears repeating.

    This was easily the most defining moment of the game for me:

    <Jaedar> combat over?
    <Jaedar> or will you enact daring plan?
    <Aurelius> how far is reject
    <Jaedar> reject is fighting the dude in front
    <Stilicho> I was charging at the door guard
    <Jaedar> he is basically in a completely different fight
    <Aurelius> I will
    <Aurelius> deceive the boss
    <Aurelius> to send his guards to the front door
    <Aurelius> where I can hear fighting!
    <Stilicho> Thanks, bro!
    <Aurelius> it's k
    <Aurelius> stubber will wrestle him down
    <Aurelius> and then we order them
    <Aurelius> to stand down
    <Aurelius> root
    <Aurelius> wot powers
    <Jaedar> roll deceibers then?
    <Aurelius> do you have
    <Reddin> i can set people on fire
    <Reddin> thats all
    <Aurelius> excellent!
    <Aurelius> I shall roll deceivings
    <Aurelius> at
    <Aurelius> +10
    <Stilicho> godspeed
    <Aurelius> ,dhroll 54
    <Boreale> Aurelius: 79 Failure by 2 degrees!
    <Aurelius> FEEEEEEEEEEEEEEEEEEEEEEHT
    <Jaedar> aren't you of fate?
    <Aurelius> nop
    <Aurelius> that was my 2nd
    <Aurelius> ,dhroll 54
    <Boreale> Aurelius: 85 Failure by 3 degrees!
    <Stilicho> GG
    <Aurelius> ... now i am
    <Aurelius> wait
    <Aurelius> actually
    <Aurelius> hold on a sec
    <Aurelius> can I use charm
    <Jaedar> i am holding
    <Aurelius> instead of deceive
    <Aurelius> on this roll
    <Jaedar> no
    <Jaedar> cus you're trying to deceive
    <Reddin> well he actually can hear fighting
    <Aurelius> ^
    <Reddin> over the commbead
    <stubber> let hobolius die then and we continue or smthing
    <Jaedar> yeah hobolius is lying in the ditch bleeding
    <Jaedar> You tell Holthane you hear fighting at the front and that he should send dudes over
    <Aurelius> wait
    <Jaedar> ok
    <Aurelius> "The GM can call on a player to use the Charm skill when:
    <Stilicho> [can I resolve my fight already so I can go help?]
    <Aurelius> - he wishes to distract someone by drawing his focus away from others"
    <Jaedar> fine, use charm instead then
    <Stilicho> [or die]
    <Aurelius> excellent!
    <Aurelius> then instead of using the first fate
    <Aurelius> to get a +10
    <Aurelius> I auto-succeed
    <Aurelius> using sway the masses
    <Aurelius> because DH2
    <Aurelius> \^-^/
    <Jaedar> ....
     
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  3. thesheeep Arcane

    thesheeep
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    WH40K: Legally allowing nerds to play Nazis (in space) since 1987.

    A good lesson in why developers should listen to feedback carefully and not burst into panic reactions.
     
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  4. Maelflux Arbiter Patron

    Maelflux
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    Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
    Great review, and very fun to read.

    I have all the other systems (from DH to OW), but due to the lackluster comments in general I never bothered to get DH2. Seems like I will not be getting it either based on this.
     
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  5. The Great Deceiver Trickster Patron

    The Great Deceiver
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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
    Fuck you, I thought it was an announcement of a new cRPG.

    :rpgcodex:

    Nice article, thanks.
     
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  6. Maelflux Arbiter Patron

    Maelflux
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    Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
    Well, there is this game coming (Should be turn-based WH game, but not WH40K sadly)

    http://www.mordheim-cityofthedamned.com/
     
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  7. Maculo Prophet

    Maculo
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    I do not play P&P games (probably a shame), but that was an entertaining review.
     
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  8. TigerKnee Prophet

    TigerKnee
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    Guess I'll ignore this and get around to reading the originals

    What are the best books out of the original line anyway?
     
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  9. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
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    The early ones before FFG really went full retard:

    Core rulebook + Inquisitor's Handbook + Creatures Anathema + Disciples of the Dark Gods + Radical's Handbook is all you'll ever need, although Radical's already has a bunch of questionable stuff as well, but it's got a lot of cool stuff to compensate.
     
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  10. lightbane Arcane

    lightbane
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    I would say the Rogue Trader books are good as well... At least the first ones. Once playable xenos and their overpowered gear start showing up, the game shatters into tiny pieces. Space combat also needs houserules to be actually fun.
     
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  11. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
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    I liked RT's ship combat :M

    Rogue Trader is gud, though, yeah. I prefer it to DH when it comes to the theme, but it also has some annoying shit - the early stages of the career advancement tables aren't very well-made, it was the first game to drop d10xPR for psykerisms, and IIRC the psyker powers lists are boran as shit. It has navigators, though! And the characters are MUCH less terrible than failcolytes thanks to the 5k starting xp.
     
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  12. Jaedar Arcane Patron

    Jaedar
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    Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
    As the groups GM/review facthecker, I feel I deserve a fraction of the brofists!

    Iirc, the mechanicus supplement for dh1 was alright too, as was arbites except for one incredibly dumb class which starts with every lore (including all forbiddens) skill.
     
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  13. Random Arcane Patron

    Random
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    Oh, fuck right off. DH1 fanboys are the absolute worst. That system was full of so much shit it's not even funny. If you can't accept that DH2 resolves the vast majority of the problems that persisted even in OW, you have a problem.

    At least you fucking realized that the beta for DH2 was potentially better than what we got. Potentially.
     
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  14. Alex betthurt

    Alex
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    Rogue Trader is definitely the best WH40k RPG.

    [​IMG]
     
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  15. Random Arcane Patron

    Random
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    Don't listen to Roxor's bullshit, he sucks a bag of dicks. I'm so pissed off about his shitty review that I'm gonna do a review of his review tomorrow to show how he's varying degrees of wrong to just plain retarded.
     
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  16. Jaedar Arcane Patron

    Jaedar
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    Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
    [​IMG]
     
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  17. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
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    And yet they managed to make it even worse.

    But do continue, let the butthurt flow through you

    [​IMG]
     
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  18. Blaine Cis-Het Oppressor Patron

    Blaine
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    Grab the Codex by the pussy
    Sounds like yet another candidate for conversion to GURPS/FATE/Savage Worlds.

    [​IMG]
     
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  19. Maelflux Arbiter Patron

    Maelflux
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    Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
    My favorite system is problem Rogue Trader, but that also is because of the settings and vast options. And yet again we had to houserule some things, so it's not flawless.

    Deathwatch is also good for what it is: Insane combat all around. It seems balanced in that everything results in complete overkill, which even at an advanced stage in my life is still fun :D
     
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  20. Hoodoo It gets passed around. Dumbfuck

    Hoodoo
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    :lol:
     
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  21. Major_Blackhart Codexia Lord Sodom Patron

    Major_Blackhart
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    Shit just got real niggas!
    :mob:

    Anyway, I'm glad I didn't partake of this one. Not so much for the rules which suck, but because they've pretty much proven they blow at world building at this time.
     
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  22. Random Arcane Patron

    Random
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    Keep your pants on, I know I'm gonna be the entertainment for the following few hours, but I still intend to fight the good fight against shitty reviews, even if I'm going up against one of the most hardboiled circlejerker covens this side of 4chan.

    You say butchered, but pretty much all of the talents that were outright removed from DH1 and never brought back in any other versions of WH40k RPG were either broken or varying degrees of pointless. The rest were simply folded into other talents to cut down on talent swell, or were included in supplements. Only a handful of the ones that appeared in the core rulebook for DH1 never returned, mind you, so this is a pretty blatant exaggeration.

    Yes, rerolls are the most common use for fate points. That does not mean that additional uses for fate points is in any way automatically half-assed.

    Talent trees solved the issue of people skipping the lesser talents in favor of only buying the really good ones, a tax to ensure that there is a linear character progression and not a steep curve the moment the game starts and the players start getting xp in the more freeform aptitude system. That being said, they were not perfect. In fact, they were in many ways pretty much the same shit as the career advancement tables from DH1 as you yourself admitted later on:

    The difference here is that this time everyone had to follow the same progression and there were no broken careers that could get better talents earlier/for cheaper. I actually do prefer the system that DH2 uses for character advancement, but more on that later when it comes up.

    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. 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. There are 8 total pages of critical damage charts in DH1. Holy shit! You mean the beta added ONE WHOLE PAGE of tables? UNACCEPTABRU!

    This is a ridiculous complaint considering there were much more glaring flaws with the wound system in the beta. 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 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. 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. That, I think, would be far more worthy of mention than such a petty complaint.

    Not most of them. Only Black Crusade and onwards, which consists of the aforementioned game, Only War, and DH2 implemented that change. It is also nowhere near as much of a big deal as you always make it, since autofire was changed to a half action, so you can just aim to negate the penalty. Add in the usual bonuses you almost always get for ranged combat (+10 for short range) and even with an assumed base ballistic skill of 35 for Only War (which would be boosted to 40 thanks to comrade orders) and 40 for Black Crusade, you're still working with a coin toss and up to five total hits depending on how well you roll and the rate of fire on your gun. A waste of bullets it is not.

    It is not the most elegant solution to make marksman rifles viable in comparison to autofire, yes. However, it has achieved a certain level of balance with autofire after the -10 BS penalty change to autofire was made in Black Crusade. See below for more details.

    You and me both, brother, I liked them a lot and the few big issues could have been fixed if they'd just bothered trying :negative:

    This is a good point.

    Yes, yes, houserules will fix it. Just like mods will fix Skyrim. Oh wait.

    Dat big juicy opinion.

    Now this is just lies. Background gives you a package of gear, skills/talents, a special ability such as all cybernetics counting as being two degrees less rare, and sometimes even an aptitude (which is serious shit), very similar to the starter packages you hailed so warmly not so long ago. That's the thing, though, it's just your background, not what you actually do for the Inquisition. You might have been an arbitrator once, but now you're an agent of the Throne and you do what the Throne needs you to do, not what you used to do. If what you used to do happens to line up with what you need to do now, that's great, but there's no law that states it has to. Being able to choose what walk of life your character comes from and keep it separate from their actual role within the cell is very convenient.

    Very sophisticated. This is truly the next level of review-writing.

    I should point out that there was absolutely nothing wrong with Only War's version of the aptitude system aside from a few painful specialties like the Techpriest being absurdly overendowed with aptitudes, and the extremely poorly designed specialty swap system introduced in a supplement. That being said, the specialty swap system was stated to be the GM's choice to allow or disallow for his game, not something automatically a part of the game.

    That was never the point of the aptitude system. What it really does is incorporate elite advances into the main character progression without making it a GM thing to handle. You are never expected to somehow purchase all of the things unless your GM literally dumps tens of thousands of experience points on you and tells you to 'go wild'. Instead, you have things that are cheap, things that are a moderate price (still very affordable), and things that are ridiculously expensive, as you would expect a heavy weapons specialist to have more than a bit of trouble devoting the time and energy to learning how to pilot a voidship.

    One tie advances are fine. 450 xp for a single linked tier 2 talent is not very expensive at all. 250 xp for a simple advance of a characteristic is, again, far from expensive. 200 xp to pick up a single-linked skill is far from gouging the prices. Having no linked aptitudes for an advance is supposed to be expensive. Your starting aptitudes are pretty much a non-issue if your GM decides to allow the specialty swap mechanics, because you can get any set of aptitudes you want at every 2500 xp milestone. If he doesn't, then yeah, you're going to be properly specialized and not a jack of all trades. Boo-hoo.

    Hardly. As mentioned above several times, there is a specialty swap system in the first supplement for Only War. As for DH2, you can expect a similar sort of method for changing roles to get a different aptitude spread at a specific point, more or less exactly the same as taking alternate ranks in a career path in DH1, though OW did it without having to invent alternate ranks for each career.

    Why would your character's style be so very different from the specialty or role he chose in the first place? I mean, they're kind of more or less the same thing, unless you mean shit like getting two weapon wielder (pistol) and gunslinger when you're a pilot and not when you're a stormtrooper. Being a rowdy hotshot pilot gunslinger is fun and all, but those talents are pretty nice in terms of usefulness in a fight, too. Of course they'll cost a fair amount of xp.

    What, did you fucking expect them to cram the piles of chaff content that took nine books to contain into a single goddamn core rulebook? Are you daft? Are you seriously comparing the amount of content produced over several years for one edition to the content available for a new edition of a game a few months after its release?

    I don't see why any of them are ridiculous, as you claim, considering all three are pretty central to the Inquisition. You would expect to see psykers, untouchables, and yes, Inquisitors in the Inquisition. The lack of restrictions is on purpose, because literally anyone can be a psyker, even a latent one, just as anyone can be born as an untouchable, and anyone can ascend into the rank of Inquisitor given enough experience and prestige. I don't understand why you are so upset, you don't even explain why this is a problem.

    That's a fallacy. DH2 characters are broadly more capable than DH1 characters from the get-go. Failcolytes they might remain, but having tougher enemies isn't actually an issue - this is a part of the closer perspective paid to the idea of subtlety in your job. If you want to run around guns blazing, feel free, but it's not like the enemy is incompetent. That would be silly. If they were incompetent, the Inquisition wouldn't need to exist.

    That's not true in the least. "Slightest knowledge" my ass. The quality of a PDF varies about as much as the quality of life itself does in the Imperium. Feudal worlds have PDFs composed of armored knights on horseback. Ultramar has one of the best PDFs in the galaxy, comparable to the toughest, most advanced Imperial Guard regiments you could imagine. 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. 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. 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. What do you expect to happen? Do you think Columbo would be able to just solo a squad of US Army Rangers?

    They're just chainaxes, dude.

    What? Daemons are deadly monsters that could slaughter common men like animals? Color me surprised, I thought they were all supposed to be cannon fodder, especially the small ones!

    The old divination tables had plenty of chances to hurt your character. Specifically all the results below 11 on the table, and result 19-21 gives you 3 corruption points as well as 3 points to agility. And in this case, the downsides had literally no upsides, unlike the results in the DH2 divinations - there's always a silver lining even on a bad roll in DH2.

    Yes, and I am doing so right now.

    In DH1, everyone just rolled a noble, so that they were goddamn rich the whole time and could afford anything they wanted. Everyone who didn't roll a noble just bought an Ironclaw or that excessively broken Arbites shotty before the first mission.

    There was nothing clunky or vague about them. Every item had a rarity and you tested your resource value de jour against the penalty or bonus applied by the rarity and if you passed you got the item. GMs had the power to increase or decrease the rarity of items based on circumstances as well as decide how many requisition attempts each party member could make at a time. Now Thrones, those were clunky! Who the fuck cares about managing your pocket cash? You work for the Inquisition, or you're a Rogue Trader, or you're the goddamn motherfucking Deathwatch. It should never have been a matter of scrounging up thrones unless this was actually a game focused around gangers in Necromunda. Which needs to be a thing, by the way.

    Nobody intelligent would spam requisition attempts in DH2, because that's one of the many things that reduces your subtlety. Someone running around willy-nilly trying to buy a hellgun would attract a lot of attention. As for chargen, you aren't supposed to be completely geared up from the start. That's silly. There's supposed to be progression character and equipment wise. And you can't get the good guns with only Scarce rarity available.

    Why would you be able to raise it with xp? Did you expect that for some reason? You can boost it in some specific ways by purchasing social talents like Peer to get bonuses for specific factions, but really, you're supposed to earn Influence by being good at the game, not just buying your way into it.

    You just explained how this is not an actual problem. They have minimum Influence requirements which are pretty damn high, way higher than any starting acolyte could afford - 50 for the Canoness, 55 for a Deathwatch marine, 60 for an Eversor assassin, and 65 for a Grey Knight. It would take a while to get the respect around the galaxy necessary to call in these bad boys. Moreover, 5 influence is the greatest reward for completing a single task in the examples provided to GMs, and that's for bringing down a Greater Daemon or literally saving a capital planet of a sub-sector. Calling it a bargain to summon even the Canoness is fucking retarded.

    Again with this bullshit. You keep expecting a core rulebook to somehow contain the equivalent of an entire series of rulebooks. You aren't even pretending to be fair. I will say that the damage and armor and penetration rebalances were good and it is a shame that they were removed, but at this point I'm starting to suspect you're just complimenting the beta to make DH2 look bad.

    You complain about content being consolidated as if it's been removed, then you complain that content hasn't been consolidated? You can't have your cake and eat it too.

    The reason why they abandoned pretty much all of the changes they made in the beta is because of grognards like you complaining that they made it too different from DH1 in the first place. Jesus Christ, it's like everything that happens just serves to fuel your preconceived notions of reality. You're a goddamn SJW in everything but name.

    Cleanse and Purify has been relegated to splatbook duty since Only War. Into the Jaws of Hell was removed because Fearless was changed into a much more interesting talent, Adamantium Faith, so ITJOH no longer works on a fundamental level. You can probably expect there to be some sort of new equivalent to Jaws in a splatbook. The rest of the talents are so naff that it's not surprising they got chopped a long time ago. It wasn't DH2 that got rid of them, mind you.

    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. 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. It's literally their job to be good at it. If they have a fate point to spend, let them. 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.

    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. 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. In DH2, they instead just have a base fate threshold for each world. 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. It is not a significant difference overall.

    This isn't new to DH2. This was the case in OW as well. Frankly, as someone who has actually played OW extensively rather than playing it once and declaring it to be shit, the costs are pretty freaking managable up until you start trying to purchase non-linked advances.

    Yes, shitting all over them. A proud tradition. When psykers and techpriests remain the most powerful classes in every single 40k RPG. All that manure sure looks like semen to me.

    Oh, and, Favored by the Warp still exists. Fact-check harder.

    I guess this is where I stop and rant about how your conception of balance is all kinds of fucked.

    First of all, the penalty already represents recoil. It's an abstraction, it's not trying to be hyper-realistic. Get over it.

    Secondly, while you have a much higher chance to hit with an accurate weapon (assuming you aim first), which also means a higher chance of scoring bonus damage (which I should point out is for every two degrees of success and not each individual one like you've claimed), the actual bonus damage is more limited than the extra damage an autofire gun can get in a single burst. Yes, every extra hit has to penetrate the enemy's armor and toughness bonus, while an accurate weapon only has to penetrate it once, but it is still the case that against lightly armored enemies the autofire gun will deal more damage with 4 degrees of success than an accurate gun will with the same degrees.

    Autofire guns have many additional advantages over accurate weapons, which are bountiful and significant, even in Black Crusade and beyond:

    1) you can spread scored hits to enemies nearby your primary target (up to 5m away with the appropriate talent), allowing for actual crowd control unlike an accurate gun
    2) It only takes a single passed dodge test to completely invalidate an accurate gun. In contrast, the more hits you score with an autofire gun, the more degrees of success are required for the target to dodge them (each degree counts as one avoided hit). Against highly agile enemies, autofire is by far the best option, especially since they tend to be lightly armored in compensation.
    3) The Overwatch action cannot benefit from the aim action, so accurate guns will not be nuking every single thing that moves in the killzone. In contrast, autofire guns are still at their full potential. Since the Overwatch action is actually a reactive effect that activates on the enemy's turn when they act inside the killzone, and since characters may not use evasion reactions during their own turn, they will take the full brunt of the autofire head on. This is absolutely killer.
    4) Suppressing fire can only be done with semi-auto and autofire capable guns. This action is phenomenal against 80% of enemies you will ever face since getting pinned will effectively cripple them. The remaining 20% are in some way or another immune or resistant to pinning, but it's still incredibly useful for battlefield control.

    As you can see, autofire remains fucking baller, while accurate is still extremely one-note.

    Third and lastly, for swift and lightning attack, it was a pretty wise move to make them functionally the same as semi-auto and full auto bursts. The damage potential is way higher than just two or three swings. It was a much needed buff to melee fighters.

    The old Righteous Fury had more capacity for hilarity, but was also just plain ridiculous. Exploding damage dice always is. I'll agree that the new RF rules are underwhelming in comparison, though if you score the right ones (like explosive crit 2 body) you can stack on things like fatigue really quickly on enemies.

    I guess you never actually played any 40k RPGs other than DH1. Psykers getting their psy rating times five as a bonus to all of their focus power tests made their test values ridiculous and virtually impossible to resist for opposed contests unless you were also a psyker and had Bastion of Iron Will. It was an issue from the day Rogue Trader hit the shelves, and it has only just now been resolved.

    And thank fucking God for that, the minor powers were the worst part about DH1's psykers. Enjoy having DnD 3.5e Wizards doing everything better than everyone else! Need a medic? Got a minor power for that! Need to shoot someone? Enjoy a target number to hit higher than the guardsman virtually for free! And the risks for using minor powers were, well, minor at worst. The fact that you hail and applaud that fuckshitting cuntstain of unbalanced horseshit is baffling to me, more so because the powers that exist today are still unbalanced piles of crap like Dominate, Hallucinate, and Terrify! Let's not bring up the hellish powers that existed in Black Crusade. Those were some serious shit, man. Even Primaris Psykers couldn't compete.

    You know, I didn't think you could sink to new levels of retardation, but I have been proven wrong. Clearly, abandoning any semblances of balance in favor of psykers ruling everything forever is the wise move to make here. "Probably the worst thing about guns that actually do damage is that all of them can be dodged. That's right, you can dodge bullets. Do I even have to comment on this?"



    There's a bunch of discussion of the fluff and starting adventure provided by the book, don't have any complaints about these parts of the review. Moving on.



    You say that, but we both know that you barely touched Only War to begin with. I, on the other hand, have been playing it for about a year straight, and I can look at DH2 and see a lot of good refinement and advances in the mechanics. Would I have preferred the beta of DH2 if they had fixed the problems with that instead? Yes, no doubt about that. But DH2 is by no means a step backwards like you have been claiming incessantly, and someone without his head in his ass would be able to see ithat. No offense.

    Sure, let's just ignore all the horrible problems with the original DH. If you just pretend it isn't shitty, it won't be!



    Because this is the Codex, and because I have invested far too much time and energy into this gigantic waste of time that will only serve to amuse Codexians rather than actually change any minds or illuminate how crappy this review is, there is only one way to end it that sums up all of my feelings properly:

    Your review is shit, your opinions are shit, and you are shit. Kill yourself.
     
    Last edited: Nov 12, 2014
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  23. Night Goat The Immovable Autism Patron No Fun Allowed

    Night Goat
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    Codex 2013 Codex 2014
    Think about how much you could have updated your CYOA if you hadn't written that unreadable wall of text.
     
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  24. kazgar Arcane

    kazgar
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    Nah, walls of detailed nitpicking punctuated with expletives is the core of the codex experience, long may it reign.
     
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