Wrath & Glory: Difference between revisions
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**Your damage rolls are done the same as Icons/successes. (1,2,3) give you nothing but disappointment. (4,5) give you one piddly bit of extra damage. Roll a 6 and you get 2 extra damage which feels pretty meaningless when a standard issue lasgun deals at least 7. | **Your damage rolls are done the same as Icons/successes. (1,2,3) give you nothing but disappointment. (4,5) give you one piddly bit of extra damage. Roll a 6 and you get 2 extra damage which feels pretty meaningless when a standard issue lasgun deals at least 7. | ||
*Basic number of successes needed to pass is 3 with difficult tasks taking more. Because the average number of successes per die is 2/3, this means "average" tasks need a pool of at least 5 dice for you to succeed on average - anything less, and you should expect failure. In general, you need 1.5*target DC dice to succeed at least half the time, rounding down. | *Basic number of successes needed to pass is 3 with difficult tasks taking more. Because the average number of successes per die is 2/3, this means "average" tasks need a pool of at least 5 dice for you to succeed on average - anything less, and you should expect failure. In general, you need 1.5*target DC dice to succeed at least half the time, rounding down. | ||
* At release, there will be 32 archetypes divided amongst the four races (Humans, Eldar, Ork, Space Marine) | |||
* Additional archetypes will be added with the campaign sets (really leaning into the Paizo revenue scheme, aren't we?) | |||
* There will be Savage Worlds style Campaign Cards, which can be drawn by the GM to shake up an encounter if it feels too static or boring | |||
==Gallery== | ==Gallery== |
Revision as of 08:29, 26 March 2018
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The new 40K RPG, to be published by Ulisses Spiele. Little has been confirmed other than that it will use "dice pools of d6s" and that it will take place during the "present day" of 40k (I.E. after the appearance of the Great Rift and the conclusion of the Indominus Crusade). There is an introduction comic here revealing multiple game mechanics.
What We Know
- The Core Rulebook will contain rules for Humans, Space Marines, Eldar, and Orks. There may be future expansions with other alien races such as the Tau or Dark Eldar.
- There will be "Adventure Path" style releases. The first release will follow a group of Imperials in Imperium Nihilus, the second following Ulthwe Eldar.
- The game uses a d6 dice pool system. Rolls of 1-3 are failures, 4-5 are successes, 6 is a double success, and if more successes than needed are rolled a 6 can be shifted from the total successes for extra bonuses to the roll effect (such as a boost to damage rolls in combat or allowing a task to be completed faster). One special die in the pool, the "Wrath" die, has a chance of giving a complication (think a threat die in FFG's Star Wars or a mixed success in an Apocalypse engine game- for example, if you succeed on a roll then something about the success creates an unexpected negative effect in the scene) on a 1 or a wrath point (a consumable resource, like Edge in Shadowrun - for example, you can spend a wrath point to re-roll all failures on any single roll).
- You can't reroll the Wrath die using wrath.
- "Failing forward" is the name of a deliberate attitude the developers took towards the entire design, meaning that even if a roll is failed, no one failed roll will be enough to lead to a TPK situation; it will still have negative consequences, however.
- After choosing a species and character Archetype, characters pick Keywords, suggesting allegiance ("Imperial Guard", "Inquisition", "Ganger", etc.). In addition to fluffing a character out, they have crunch effects like making it easier to get rare gear or aiding in getting help from another faction.
- The game has a player "Tier" system, from I-V, which reflect a combination of a given character's combat ability, authority, and wargear access, among other things. A Tier I character would be a Guardsman, Eldar Corsair, or Ork Boy (grunts, essentially), while things like Space Marines, Eldar Warlocks, and Commissars would be Tier III. Any given campaign will have an agreed-upon Tier set for it, which will dictate limits on Archetypes, dice pool limits, and the overall challenge level of the campaign. This ensures that a given campaign won't pit characters against anything too easy or too hard for their expected power level- an individual Genestealer that would be the "main villain" of a Tier I game session would only qualify as a basic mook in a Tier III game, for example.
- Characters of lower tiers can join higher tiered games through Ascension, wherein they pick up a new keyword, some form of memorable injury or a number of corruption points, some better starting equipment that would allow them to stay competitive (like plasma weapons), and a boost to attributes, skills, and talents that would bring that character up to the equivalent of a starting character for that tier.
- Initiative order is decided by the players "agreeing" instead of rolling. They take turns with the GM (i.e. Player 1, GM monster 1, Player 2, GM monster 2 etc...). While it's easy to see the benefits of choosing who goes first for your team, the fact that a party of Agility or Perception spec'd Eldar have to choose only 1 person to go before the one legged Orc seems completely fuckin' retarded, and the opposite is also true (no matter how slow or stupid the adventuring party is, they'll always have someone go before the enemy does....).
- It also assumes a party can agree on something, which is ridiculous, and it remains to be seen what happens when one group outnumbers the other or there are more than 2 groups involved in the combat; the rules we have completely fail to address PC vs PC combat or NPC vs NPC combat.
- All damage is calculated by adding the weapon's base damage to a roll of at least a single die. This narrows the range and prevents a bolter from rolling a 2 in the same turn a lasgun rolled a 12.
- Extra damage and special effects can be added by moving exalted icons. So far the only thing we have confirmed is extra damage die which can do a max of +2 damage (sarcastic WOO).
- Your damage rolls are done the same as Icons/successes. (1,2,3) give you nothing but disappointment. (4,5) give you one piddly bit of extra damage. Roll a 6 and you get 2 extra damage which feels pretty meaningless when a standard issue lasgun deals at least 7.
- Basic number of successes needed to pass is 3 with difficult tasks taking more. Because the average number of successes per die is 2/3, this means "average" tasks need a pool of at least 5 dice for you to succeed on average - anything less, and you should expect failure. In general, you need 1.5*target DC dice to succeed at least half the time, rounding down.
- At release, there will be 32 archetypes divided amongst the four races (Humans, Eldar, Ork, Space Marine)
- Additional archetypes will be added with the campaign sets (really leaning into the Paizo revenue scheme, aren't we?)
- There will be Savage Worlds style Campaign Cards, which can be drawn by the GM to shake up an encounter if it feels too static or boring
Gallery
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The resolution system in action
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Even success doesn't protect you from the Commissar's fury but on the bright side it takes more than one shitty roll to justify a TPK
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Psykers heads pop so fast their only screen time is post face/cranium, hopefully they have something closer to the later editions of ffg 40krpg's where psykers can last at least one session without rolling a greater deamon
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Entry level SPESS MAHRINE's better throw a daemonhost at them, hope you bought your ascension gear guardsman cause a standard issue flashlight ain't gonna cut it.
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Initiative order, combat, and damage rolls. Nothing plays the same as previous 40kRPG's. Is this the next Iphone or are they reinventing the wheel? Either way it's HERESY!!!