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Here at the levels:
Simple question for GMs of WH40K Dark Heresy - do you use maps in your game; ie, do you move figures around a battle map like Pathfinder, or do you and your players just verbally give each other a rough outline of where they are placed?
Movement is not as important as it is in Pathfinder, but some feats or traits (or whatever they are called in Dark Heresy, I can't recall at the moment) are movement-oriented.
Thanks in advance for your thoughts.
I just cancelled my Pathfinder Battles subscription today (due to monetary issues) and I sent Customer Support an email asking what I needed to do. A few minutes later they emailed back saying it was all cancelled. Apparently I didn't need to do anything except hit the Send button on my email. Thanks, customer service folks!
Also, remember that this is a Beginner Box question. Players new to the game of Pathfinder (and maybe even role playing) should really work as a team to start off and not "be a rogue for rogue's sake".
Later, when the players are more seasoned, maybe they can do that, but if they are playing under the Beginner Box rules, I would not allow any sort of "tax" and would stress the importance of cooperative play.
Furmonger - Your point is valid with the Blakros Museum map.
Like Mists of Mwangi, players are able to bypass a majority of the encounters by going to the far room.
This has not happened to me yet, but I planned to tell the PCs that they hear screaming from one of the other rooms if I think they are going directly to the Ritual Chamber. Hopefully that would be enough to persuade them to try one of the exhibit halls first.
Regarding the skeletal guardian, as you will see above, I almost killed the entire party. Did your GM give the guardian its full four attacks on the barbarian? Also, what was the barbarian using for a weapon? The skeleton was resistant to all but bludgeoning weapons.
Our experiences were very diiferent for the first encounter.
I understood it as the cleric being able to cast any of the four orisons at any time.
Heroes Handbook page 19 wrote:
Orisons are a weak type of cleric spell that you can use over and over again as much as you want to, up to once per round. You don't have to prepare orisons - you always have them available.
I am speculating here, but I believe the pre-gen cleric just has Detect Magic as her orison down for space-saving and ease-of-use reasons.
In the event of a skill check tie, a dance off occurs with the other players assigning points with the winner receiving the highest score. Points will be deducted for engaging in any dances considered by some to be "forbidden" (ie, the lambada). Once the victor is determined, roleplay will resume normally.
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