I think everyone can agree that the worst part of the game is the crappy custom ruleset.
While bugs can be fixed, it is unlikely that the system will be completely changed.
What's wrong with the ruleset? Why isn't it just the numbers/percentages that need massaging?
1. All the extra turns/actions is shit. Mostly for the flow of combat and then for balance reasons.
2. Too many levels and as effect too many skills and damage modifiers
3. Psyker being subclass instead of full class.
4. Weapons balance still crap. Big weapons not nearly scary enough. Skills give too much extra damage to weapons. Skill should be about modifying accuracy and RoF, not damage of weapons. At best critical hit stuff to show you are better at hiting the soft spot of your target but that goes under accuracy stuff. We shit on PoE letting you use Might to give spells bonus damage and ranged weapons bonus damage like crazy but nobody complained here about 20 different modifiers to ranged damage..
This ruleset is extremely gamified when something more realistic and grimdark would fit WH40k better.
The only thing I really agree with there is the "too many levels." Having to level up every 5 minutes for small increments is a bit annoying, I'll grant that, but that's not really a
system problem, you could telescope all those levels into a third of the number without changing the system and most of the tiny incremental differences would collapse into more substantial and meaningful ones.
I
like extra action/turn tricks in my vidya (i.e. it's perhaps not good in P&P, I dunno, but in CRPGs it's fine), looking for "free" moves, etc., is definitely part of the fun of CRPGs, they
should reflect growing skill and abilities.
I'm not familiar enough with the lore re Psykers to speak to that, and weapon balance is just a numbers thing.
Skill
should tie in with damage (e.g. in skilled hands, such as John Wick's, a pencil will do just as much damage as a knife
). The only reason it was tied to weapons in P&P, it seems to me, was to make things simple and manageable for quick head/P&P calculations in that context, but again, in CRPGs, that simplification isn't necessary, the rules can afford to be more simulationist, and in terms of simulation innate qualities (strength, agility/speed, intelligence, perceptiveness) plus trained skill are king for both accuracy and damage, weapon quality far secondary. For a CRPG, you still want the simulation to be
somewhat simplified and abstracted - e.g. you're not including friction calculations, etc. - but the formulae
can afford to be a bit more intricate and more concretely simulationist than in P&P. It's the difference between having to make quick, manageable calculations in a friend-wrangling social context, and having the leisure to get out a calculator and stroke your beard for a minute or two in the privacy of your own home.
(The above re. damage on weapons reminds me of a video on the HEMA thread a while ago about how, when you actually look at the antiques, rich peoples' and great warriors' weapons weren't that much better made than the most basic ones - i.e. the damage difference between quality of weapons was never as great as it's made out to be in P&P, IOW in reality nothing would be more than +1, if that.)