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Dark Hersey 2

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Imveros

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« on: <12-20-14/2014:46> »
My gaming group was thinking of moving to second edition dark heresy when our current campaign comes to an end. I was curious if anyone here has tried yet, and if so, what do you think of the changes they made? I played first edition ages and ages ago and remember it fondly. Recently we have been playing a lot of Rogue trader and were nostalgic for those lower powered days

Anyone have any thoughts? Heh does anyone here even know what I'm talking about? XD



http://www.fantasyflightgames.com/edge_minisite.asp?eidm=264
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MijRai

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« Reply #1 on: <12-20-14/2045:41> »
I haven't played it yet, but from all I've seen it's definitely more flexible in regards to character improvement; it's not a block of 'what you can buy', it's 'you have your focuses, and those are cheaper than other things'. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Imveros

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« Reply #2 on: <12-20-14/2137:21> »
I haven't played it yet, but from all I've seen it's definitely more flexible in regards to character improvement; it's not a block of 'what you can buy', it's 'you have your focuses, and those are cheaper than other things'.

See the more flexible character design is what has me worried. You couldn't power game in Rogue trader or Dark Heresy one. You had your class and that was it. I'm worried it will lead to special snowflake syndrome with more focus on the aptitudes than character development. 

Why are you a feral world, astra telepathica, desperado again? Duh brah its a sick build that's why... i mean it's an interesting character idea?
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MijRai

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« Reply #3 on: <12-21-14/0050:17> »
It doesn't go that far in flexibility.  It's more of a 'hey, I'm a psyker, and my Warp powers keep accidentally vaporizing the people in the group who can drive.  How about *I* learn how to drive, so I don't have to wreck and burn again?'  The stuff you're good at, what falls into your role, is still cheaper and easier to pick up, it's just possible, as per the rules, to branch out a little. 

I may be a little biased in enjoying the idea, as one of my favorite ideas for a game has been to make a stack of nascent psykers and play them through until one survives and becomes badass. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Critias

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« Reply #4 on: <12-22-14/0012:07> »
Mrs. Crit and I picked up the core book yesterday, our semi-local FLGS has a great holiday sale (buy two, get one, on everything), and our group had some good times with the first edition, so we figured we'd snag it and see.  I haven't had much of a chance to really sit down and read it yet, but it is, if nothing else, another well-put-together, gorgeous, book (just from flipping through it).

Imveros

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« Reply #5 on: <12-26-14/2347:09> »
It doesn't go that far in flexibility.  It's more of a 'hey, I'm a psyker, and my Warp powers keep accidentally vaporizing the people in the group who can drive.  How about *I* learn how to drive, so I don't have to wreck and burn again?'  The stuff you're good at, what falls into your role, is still cheaper and easier to pick up, it's just possible, as per the rules, to branch out a little. 

I may be a little biased in enjoying the idea, as one of my favorite ideas for a game has been to make a stack of nascent psykers and play them through until one survives and becomes badass.

Santa brought me the core book for Christmas and i have been looking it over.

Sadly  feral world, astra telepathica, desperado is a real build, but after looking at it, it is not a very sick build at all. I LOVE the art in the book. It would almost be worth the $ for that alone. I also like the subtly system on paper. Only time will tell if that is value added or if it will just end up like SR concealability.

I also notice that not every aptitude is made equal at all. Like the IG path gives you field craft or leadership. Field craft is the lesser aptitude for perception and is linked to awareness and stealth, and several great talents. Leadership is tied to three things, none of which are particularly good. If you do want them just buy them at a slightly higher price and make up the exp from all the savings from field craft

Also Highborn, Wanderer, Desperado = OP hax, nerf inc
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