System

by DM B  

We'll be using the Warhammer/DH system for this campaign.

I've contemplated both D20 and GURPS, but ultimately rejected them.

D20 has the big advantage of rolling...D20...which is waaay smother than the D100. We also know the system pretty damn well; on the other hand there would be conversion work needed, and I'm afraid the D20 system would subconsciously make you think this was another Draco-like campaign, which would be fatal.

The new version of GURPS looked quite good and has quite a bit of readily converted stuff available; but even though the new edition is much much better than the previous ones its still a DX/IN race and combat still sucks in too many ways to mention.

So we'll go with DH. It's easy enough and at least fairly sensible; we also know the game pretty well. The down side is that is pretty chaotic and not very balanced and/or logical in its makeup. But its 40K right...forget about reason and progress :-)

I'm getting the feeling I'll tweak a few things though; chief among them the Wpn dam/pen/armor/toughness/wounds system. Never liked it in the past, don't like it now. Truth be told the mini system where you roll to hit, then check for penetration and wound damage in separate mechanisms is smoother and has a better feel!

So I might be altering things to that effect:

1. Perception --> To hit it you must perceive it
2. To hit --> Degrees of success increase penetration
3. Penetration --> No pen, partial pen or do it punch right through?
4. Damage --> Injuries are either immediately fatal, deadly, incapacitating, deliberation, or superficial.

Exactly how I'm going to model this I'm not entirely sure; but I am sure I'd like weapons that DO penetrate to be more dangerous. There is also the question of hit LOCATION, different armors protect different areas differently (sic, pun) AND hits to head/vitals should be more dangerous than hits to the extremities.

More later

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