• I Cast Fist@programming.dev
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    2 days ago

    The 40k ones that follow on Dark Heresy all play the same way as WFRP: basic attributes with most values being a 0-100 range, lots of skills to sink points in, overall same rules for combat with similar damage and critical damage chart. Mechanically, they’re all effectively the same game, changing only the kind of adventures you end up having (depressed soldiers in Only War, lawless space hijinks in Rogue Trader, spehss mareens in Deathwatch, evil corruption and worship in Black Crusade)

      • Voroxpete@sh.itjust.works
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        8 hours ago

        So, all of the 40K systems follow on from the rough rules template of 2nd edition WFRP, which is a really solid foundation, albeit a bit long in the tooth by modern system design standards. There are 5 games and they all share the same basic core mechanics:

        • Dark Heresy - Small teams doing investigative work for the inquisition
        • Rogue Trader - Run a mobile heavily armed nation state doing whatever the fuck you like in space
        • Deathwatch - SPESS MEHREENS
        • Black Crusade - CHAOS SPESS MEHREENS
        • Only War - You’re guardsmen, you do war stuff.

        Only Rogue Trader ever got a 2nd edition, which made the character creation much more flexible and cleaned up some other system stuff.

        Since then, the license and mechanics have ended up in the hands of the same company that made WFRP 4th Edition, and they’ve given it more or less the same treatment. My recommendation would be to pick up Imperium Maledictum, which is basically a reworked version of Dark Heresy built around expanding out the concept from “You are acolytes working for an Inquisitor” to “You are some kind of peons working for some kind of patron”, with the details being a lot more flexible. So you could be members of the ecclesiarchy working for a powerful minister, low level assassins cult members doing hits, low level mechanicus working for a tech priest… Whatever the GM likes. You can still run Dark Heresy in this framework, but with the flexibility to do other things as well.

        It’s also a cleaner, more modern version of the system, doing away with somewhat archaic ideas like your skill with firearms being a stat just like your strength. It keeps the core ideas of the mechanics, but strips away some cruft and generally creates a cleaner feeling system. My only complaint would be that it badly needs some expansions to up the numbers of available talents (think “Feats” or “Class abilities”) as they’re kind of the core of how you build a character and right now the small pool feels quite restrictive.

      • I Cast Fist@programming.dev
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        2 days ago

        Yup, I also specified Dark Heresy because there’s a newer, different 40k RPG, Wrath and Glory, that uses a very different set of mechanics and has an expansion for playing as Eldar. I can’t speak about it, haven’t taken the time to read or ever had the chance to play