What makes it funnier is that the last thing he heard was the rogue trader telling him his grand plan and asking him if he ever had jelly beans, before his chainsword tore through his helmet and into his face.
I was also phenomenally impressed that no one got a righteous fury until the killing blow
Where said RT's chainsword rolled both of it's dice as 10's
[QUOTE=SiberysTranq;47333449]Loyalist Marines and their chapters, yes, they get a lot of mileage out of that whole 'we know tactics allegedly despite behaving more or less like knight orders and not using a lot of important tactics'
Traitors, though? When you throw in relics from the Heresy (which because older = better, is some of the best stuff you can find), 10,000 years of time to practice murdering, and god knows all sorts of chaos taint and dark pacts and worse, plus the fact most renegade marines don't operate like proper chapters, you're dealing less with tactics ftw and more with the juggernaut[/QUOTE]
Nope. All Astartes know war, it's an instinct to them and if they could inhale military jargon and exhale a cohesive military strategy, they would. You're dealing with a Supersoldier that's tough as all hell to take down AND he's probably a better strategist than you.
If your PCs enter a room that you designed to house an encounter, you have to think that the Astartes they're fighting may as well be the GM in how the room is laid out. Cover points that expose them to flanking fire, moments of relative safety that he'll ruin by throwing a Grenade or five at you to level the battlefield. Only then, when the PCs are pulling shards of metal and wood from their flesh and burning smoke stings their eyes, will the Astartes laugh and try to kill them.
[QUOTE=cyclocius;47334896]Nope. All Astartes know war, it's an instinct to them and if they could inhale military jargon and exhale a cohesive military strategy, they would. You're dealing with a Supersoldier that's tough as all hell to take down AND he's probably a better strategist than you.
If your PCs enter a room that you designed to house an encounter, you have to think that the Astartes they're fighting may as well be the GM in how the room is laid out. Cover points that expose them to flanking fire, moments of relative safety that he'll ruin by throwing a Grenade or five at you to level the battlefield. Only then, when the PCs are pulling shards of metal and wood from their flesh and burning smoke stings their eyes, will the Astartes laugh and try to kill them.[/QUOTE]
Well, they have all that knowledge but most chapters/warbands won't waste that level of planning on a small group of basic humans! That would be a waste of time to most Space Marines when a couple shots with their bolt gun or slashes with their chainsword would prove that to be a colossal waste of time and effort. That arrogance is one of the only ways basic humans could kill a space marine even 10 to 1, relying on him NOT preparing the killing floor for such a small group and NOT using his absolute best gear on you.
[QUOTE=cyclocius;47334896]Nope. All Astartes know war, it's an instinct to them and if they could inhale military jargon and exhale a cohesive military strategy, they would. You're dealing with a Supersoldier that's tough as all hell to take down AND he's probably a better strategist than you.
If your PCs enter a room that you designed to house an encounter, you have to think that the Astartes they're fighting may as well be the GM in how the room is laid out. Cover points that expose them to flanking fire, moments of relative safety that he'll ruin by throwing a Grenade or five at you to level the battlefield. Only then, when the PCs are pulling shards of metal and wood from their flesh and burning smoke stings their eyes, will the Astartes laugh and try to kill them.[/QUOTE]
While true, we're talking about a lone Traitor SM who was clearly overestimating his own power, who was leading (while sizable) a group of what basically amounts to mook raiders. I mean this guy definitely was banking on the idea that he's a big bad motherfucker to save him, rather than any sort of thorough planning. Not to mention that tactically, we actually had a slight upper hand during the fight, as our Arch Militant created a delicious killzone through what was basically the only entrance into the room we were in, laced with all sorts of IEDs and whathaveyou.
the instant the situation got dicey for him and he realized that he wasn't gonna be 1 hitting us, he tried to pull a tactical withdrawl and probably get a much nicer position which would have killed us very easily. Thank god for our batshit insane RT who teleported himself and 100 of his craziest men DIRECTLY in his path at the last second, killing 75 of them and then ordering the rest of them to dogpile the SM. Between them all grabbing at him and me (the ork) wrestling with him for like 6 turns, our RT slowly but surely was able to get his chainsword through the helmet of the SM
[editline]16th March 2015[/editline]
also shoutout for the boss ass arch-militant for hammering the dude in the chest REPEATEDLY with a melta gun, making the SM consider ollie'ing out rather than finishing me off, which he totally had the chance to.
[editline]16th March 2015[/editline]
[QUOTE=SiberysTranq;47334600]I was also phenomenally impressed that no one got a righteous fury until the killing blow
Where said RT's chainsword rolled both of it's dice as 10's[/QUOTE]
I did get the dank ass double RF earlier in the session though, which was a real treat
[editline]16th March 2015[/editline]
[QUOTE=Chronische;47334952]Well, they have all that knowledge but most chapters/warbands won't waste that level of planning on a small group of basic humans! That would be a waste of time to most Space Marines when a couple shots with their bolt gun or slashes with their chainsword would prove that to be a colossal waste of time and effort. That arrogance is one of the only ways basic humans could kill a space marine even 10 to 1, relying on him NOT preparing the killing floor for such a small group and NOT using his absolute best gear on you.[/QUOTE]
Honestly he would have totally won in the dogpile, he fucking pulled a frag grenade and armed it, luckily our Arch basically pressed the grenade between himself and the wall, and his light power armor took the brunt of the hit.
[QUOTE=No Party Hats;47334999]While true, we're talking about a lone Traitor SM who was clearly overestimating his own power, who was leading (while sizable) a group of what basically amounts to mook raiders. I mean this guy definitely was banking on the idea that he's a big bad motherfucker to save him, rather than any sort of thorough planning. Not to mention that tactically, we actually had a slight upper hand during the fight, as our Arch Militant created a delicious killzone through what was basically the only entrance into the room we were in, laced with all sorts of IEDs and whathaveyou.
the instant the situation got dicey for him and he realized that he wasn't gonna be 1 hitting us, he tried to pull a tactical withdrawl and probably get a much nicer position which would have killed us very easily. Thank god for our batshit insane RT who teleported himself and 100 of his craziest men DIRECTLY in his path at the last second, killing 75 of them and then ordering the rest of them to dogpile the SM. Between them all grabbing at him and me (the ork) wrestling with him for like 6 turns, our RT slowly but surely was able to get his chainsword through the helmet of the SM
[editline]16th March 2015[/editline]
also shoutout for the boss ass arch-militant for hammering the dude in the chest REPEATEDLY with a melta gun, making the SM consider ollie'ing out rather than finishing me off, which he totally had the chance to.
[editline]16th March 2015[/editline]
I did get the dank ass double RF earlier in the session though, which was a real treat
[editline]16th March 2015[/editline]
Honestly he would have totally won in the dogpile, he fucking pulled a frag grenade and armed it, luckily our Arch basically pressed the grenade between himself and the wall, and his light power armor took the brunt of the hit.[/QUOTE]
You're pretty well geared, you shouldn't have had much trouble! I've beaten CSM with a fairly new OW group, with a lucky toss of a melta bomb that rightious fury'd his leg off, then we just went nuts with explosives (I was a Weapon Specialist, shot him in the face with Krak missiles) when he was on the ground crawling at us. A bit of luck is all it takes even at that level! They aren't all that tough against a party of PCs (barring brand new Dark Heresy PCs) solo. It's when they are in an actual squad or are particular badasses (Captains, Librarians, Sergeants) that you should have much trouble!
Hey guys, check out [URL="https://www.kickstarter.com/projects/itsneverdarkenough/shattered-a-dark-steampunk-tabletop-rpg?ref=video"] this kickstarter[/URL] for a game I'm the editor for.
It's a post apocalyptic steampunk mashup with a system for creating your own monsters and airships.
Also, magic and a classless system.
[QUOTE=Alsojames;47340450]Hey guys, check out [URL="https://www.kickstarter.com/projects/itsneverdarkenough/shattered-a-dark-steampunk-tabletop-rpg?ref=video"] this kickstarter[/URL] for a game I'm the editor for.
It's a post apocalyptic steampunk mashup with a system for creating your own monsters and airships.
Also, magic and a classless system.[/QUOTE]
Are there steampunk postapocapixies?
There is in this game's universe.
whats the magic like
Going to be playing 5e online for the first time in the next few weeks to help out a new DM unsure whether he wants to move from PF to 5e with his IRL group.
I'm surprised already by the chargen, took me a few hours to roll up a character, I'm sort of liking the mandatory backstory part, not sure how I feel about the mandatory flaws/traits though. But I guess if you're the kind who plans everything about the character before the first session it isn't a problem at all.
Never played a Rogue before in my history of D&D, so thought that'd be a good way to test the waters.
[QUOTE=DeeCeeTeeBee;47341650]Going to be playing 5e online for the first time in the next few weeks to help out a new DM unsure whether he wants to move from PF to 5e with his IRL group.
I'm surprised already by the chargen, took me a few hours to roll up a character, I'm sort of liking the mandatory backstory part, not sure how I feel about the mandatory flaws/traits though. But I guess if you're the kind who plans everything about the character before the first session it isn't a problem at all.
Never played a Rogue before in my history of D&D, so thought that'd be a good way to test the waters.[/QUOTE]
The traits/flaws aren't really mandatory. Sure, they're tied to backgrounds, but it doesn't say "you must follow this", it's just some suggested shit for that kind of character to make them more interesting.
[QUOTE=elowin;47341527]whats the magic like[/QUOTE]
-snip- defer to [URL="http://facepunch.com/showthread.php?t=1446217&p=47438904&viewfull=1#post47438904"]this post[/URL]
[QUOTE=Alsojames;47341921]:words:[/QUOTE]
That sounds pretty cool, although personally I think it would be more interesting if overcasting was dangerous to do, instead of just having a limit to how often you can do it.
Also, how does magic fare on the larger scale of things? Airships are apparently a big focus, so how will a magic user be able to compete with Airship scale weaponry while still being balanced at a personal level?
-snip- defer to [URL="http://facepunch.com/showthread.php?t=1446217&p=47438904&viewfull=1#post47438904"]this post[/URL]
Could always make dangerous overcasting as some kind of alternate rules if GMs want to use them.
Right off the bat I can think of just falling unconcious and taking some damage as a danger.
[QUOTE=Alsojames;47342214]Right off the bat I can think of just falling unconcious and taking some damage as a danger.[/QUOTE]
Laaaaame. How about brain damage, affecting yourself with the spell, or exploding into chunks?
Like I said, I'll bring it up with the writing team.
[QUOTE=Alsojames;47341921]There are different schools of magic that you can put skill points into. Because the game is a classless system, you can put as many or as few points into as many schools as you want.
Where it gets interesting is the magic system lets you build your own spells. Each school has a small list of things you can add to your spell, combining effects and resource costs to have a final ability. You roleplay the visual effect; only the crunch is rules-based For example, I create a spell that deals 5d6 damage. I can say it's an ice spike, a fireball or a lightning bolt, or something completely different. The only thing that matters rules-wise is what it actually [B]does[/B]. Yes you can combine schools of magic.
Every level in a school increases the amount of resources you have available for the spells of that school. For example, a level 1 in the damage-dealing school can deal a simple spell that does 1d6 damage, and that's about it because he now has no resources in that school to spend on additional effects. However a level 10 in that same school can increase the power of the spell, increase the range (default range is equal to 2x your INT), make that spell a wall instead of a missile, make it fire multiple missiles, make it cause damage over time or make it cause status effects.
There's no MP system. In other words, you can fire off spells as long as you can keep passing your skill tests. Obviously, more powerful spells have much more difficult tests. What there [I]is[/I], however, is an "overcast limit", equal to twice your WIS. If you fail a spell cast, you gain one such point. Once you reach your maximum, you can't cast spells.
You also push your limits and "overcast" as spell, which functions as normal casting except you can add additional damage/effects to your spell beyond your level. However, for every point of power over your limit, you gain one overcast point. Overcast Points reduce at 1 per hour, but if you take an 8 hour rest where you're not doing anything they all go away.
For example, you have rank 5 in a school and you want to deal a load of damage to a monster. You can overcast your spell to do 8 points' worth of raw damage (8d6), but you will instantly gain 3 overcast points and you still have to make a spellcasting test at a level that could be beyond your means, worth another 1 point.
You can also assist one another in casting spells, combining your power for a bigger effect, or to cast a single, ultra-powerful spell.
The rules as currently written are on the wordy side because they deal with creating a spell on the fly, which I personally do not recommend because it can slow down gameplay. Instead, I would personally recommend creating your own stock spells from the available effects and then firing them off as appropriate.
Note that being a mage (or Arkanist, as it is referred to in-game) is a massive XP dump, and you won't be much good at anything else if you go full Arkana.
Note that, because the game is classless and literally anyone can put points into any school they want, that Arkana is a major part of the game. You can be a knight using magic to enhance your combat prowess, for example.
[B]LESS WORDY VERSION[/B]
-You can mix and match spell effects
-No limitations on use (no MP, no "Vancian Magic")
-Overcast system, allowing you to push your limits at the risk of burning yourself out.
-Overcast Limit is equal to 2x WIS
-Base range is equal to 2x INT
-Failing a spell cast gives you an Overcast point as well
-Casters can assist each other
-Anyone can be a caster
[editline]17th March 2015[/editline]
I forgot to mention the Mastermind system, which lets the GM make a principal antagonist that is created using PC creation rules and directly levels up with the PCs, in addition to conferring stat bonuses to his henchmen.
There is also a whole system devoted to creating your own airship or land vehicle.[/QUOTE]
Really liking the look of it. If I could pick your brain on classless a little?
What sort of archetypes does the game support? It looks so far like players will be able to play a fairly standard fare of melee fighters, Rogue/Thieves and Casters, is there an engineering capability? There's been extensive mention of an industrial revolution of sorts alongside airships, can players tinker and build themselves mad-science devices? Also, what schools of magic are there?
[QUOTE=Rents;47342352]Laaaaame. How about brain damage, affecting yourself with the spell, or exploding into chunks?[/QUOTE]
Having the player fall unconcious can be a pretty decent risk during combat, plus it also works as a deterrent from just regular damage since you are literally being left unable to play. Plus it's simple.
An interesting way to do it is to give some increase chance of crit-failing the spell and having the player roll from some unique table of possible effects (could be a mix of harmful and helpful ones) to give overcharging a gambling machine. Although I imagine that could have some balancing issues.
[QUOTE=cyclocius;47342460]
What sort of archetypes does the game support? It looks so far like players will be able to play a fairly standard fare of melee fighters, Rogue/Thieves and Casters, is there an engineering capability? There's been extensive mention of an industrial revolution of sorts alongside airships, can players tinker and build themselves mad-science devices? Also, what schools of magic are there?[/QUOTE]
-snip- defer to [URL="http://facepunch.com/showthread.php?t=1446217&p=47438904&viewfull=1#post47438904"]this post[/URL]
[QUOTE=Rents;47342352]Laaaaame. How about brain damage, affecting yourself with the spell, or exploding into chunks?[/QUOTE]
Yeah, for overcasting you pretty much need to go with a 40k kind of approach otherwise it just isn't worth
[QUOTE=No Party Hats;47343569]Yeah, for overcasting you pretty much need to go with a 40k kind of approach otherwise it just isn't worth[/QUOTE]
I kinda like Shadowrun's take on it, where you can cast normally until you pass out, or over cast until your brain comes out your nose and your organs fail.
Right now the current idea is that your physical stats (strength, agility, etc) decay at an exponential rate, until eventually your flesh and muscle is gone and all that's left is a skeleton.
The idea being you have an allotment of magic energy that you draw on to cast your spells, and going over that limit starts taking energy directly from your normal body functions, which results in an atrophy-like effect.
that's a p metal way to go for a wizard
We have a desert that was flash heated to the point it became a glass forest and beings brought back to life not by magic, but because their willpower was just so strong it couldn't die when its body did and now holds onto rags of its former self (that you can play as!)
Metal is kinda what we're going for.
[QUOTE=Alsojames;47343680]Right now the current idea is that your physical stats (strength, agility, etc) decay at an exponential rate, until eventually your flesh and muscle is gone and all that's left is a skeleton.
The idea being you have an allotment of magic energy that you draw on to cast your spells, and going over that limit starts taking energy directly from your normal body functions, which results in an atrophy-like effect.[/QUOTE]
so like LOTR
Something like that. We're going over what the end effect would be.
Does it just burn you out to the point where your bodily functions cease to work? Or does something...spookier remain?
See I was going to say if I can cast enough magic to become a skeleton wizard then I see no downsides.
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