
FireberdGNOME |

Greg Wasson brought this up in the other thread about Rifles in PFRPG...
Many years ago some friends and I were gunna start up a D20-based-40K-Inquisitor-oriented game. So, some ideas we had for it were...
1) Not to use D20 modern. 40K *looks* like SciFi, but it is not.
2) Take full adavantage of Magic: sure, in 40K they are called, "Psykers" or Witches, or...
2a) There is no need to add to the complxities of the system by adding D20 Psychics (this is a personal belief held over from the *atrocious* psychic system of 2d ed AD&D). Spells work, why add more noise?
3) Convert based on relative capability without trying to 1-to-1 translate it all.
Since the original brainstorming, Fantasy Flight Games has released a workable game system but it is too cumbersome for my tastes. Also, if in an 'investigation' oriented game (Dark Heresy) you spend only one page on "Getting to the bottom of things" the game has missed it's own mark...
So, what classes would fit in a 40k RPG?
Most of them. Bards, Clerics and Druids would be tough fits, and would probably be disallowed. Paladins and Rangers would need an alternate ability to replace their spellcasting (that they would lose).
Wizards and Sorcs would pretty much be playable as is; Sorcs may be required to take either Celestial, Destined, Infernal or Abyssal bloodlines. In any event, casters would be the exception, rather than the rule. In most cases, the caster would be a bad guy for obvious setting reasons.
What races would be available?
Human. Very rare Elf, Dwarf, or Halfling could be worked in, but for the most part, HUMAN is the DEFAULT RACE!!! Now, you could spice that up by saying, "Space Born humans tend to be more agile, both mentally and physically. However, their lack of growth in full gravity environments makes them more fragile. +2 DEX, INT; -2 CON... look familiar? ;) Yeah, why *make* when you can cheat ;)
Now to some of the core, iconic things in 40K...
What is a Space Marine?
Template! +2 CR; Venom Immunity, Bonus to Natural Armor, Bonus to STR and CON, Lowlight Vision, Alertness as a Bonus Feat... What else?
Power Armor:
Bonus to STR (at least for encumbrance!) Significant Armor bonus, but not too high... say +10, +11 without a penalty to Movement
Terminator Armor:
Massive Bonus to STR, but penalty to Movement (say base 30 becomes 20) Allows wearer to move and shoot with heavy weaponry.
Weapons:
S1 = d3
S2 = d4
S3 = d6
S4 = d8
S5 = 2d6
S6 = 2d8
S7 = 4d6
S8 = 4d8
S9 = 6d6
S10= 6d8
Though that scales with PFRPG damage, it feels aenemic at S6+. That is where you start to see "Instant Death Effects" in 40k. so you could push it like so...
S6 = 4d6
S7 = 6d6
S8 = 8d6
S9 = 10d6
S10= 10d8
Now, it gets tougher when you think about how to translate AP value. You could either allow the weapon to become a 'ranged touch attack' but that makes the lowly lasgun pretty wortwhile. What I would do is AP- is no extra bonus. AP6/5 would 'ignore light armor' (Flak, Ork...) but would be fully affected by medium (Carapace, Aspect...) heavy (power armor) and su[er heavy (Terminators and Oblits). AP4 could 'ignore medium' and AP3 ignore heavy. AP2/1 would ignore all armor. AP1 would also ignore Hardness of objects. (hence it's ability to destroy vehicles so effectively)
How would you work Power Weapons? Easy Peasy: if it's a powerweapon, it's a "Brilliant Energy Weapon" Powerfist? +6 to User's Strength, *or* allow it to do 4d8 damage (for example). Chainfist? See Powerfist (however you choose to resolve it) *and* it ignores hardness ;)
Just some ideas to poke some brains into gear :)
GNOME

FireberdGNOME |

I like :)
(edited for Format)
So, newly proposed table:
S1 = d3
S2 = d4
S3 = d6
S4 = d8
S5 = 2d6
S6 = 2d8
S7 = 4d6
S8 = 4d8
S9 = 6d6
S10= 6d8
S11= 8d6
S12= 8d8
S13= 10d6
S14= 10d8
S15= 12d6
S16= 12d8
So, a Lasgun does d6 damage; a Boltgun or Shuriken Catapult does 2d8; an Ork Shoota does 2d6; Heavy Bolter does 4d8... Tau Rail Cannon hits for 12d8. Interesting. And it makes getting tagged by a Krak Missile an "Instant Death" Effect ;) Unless you want to take 8d8 in one shot ;) I do still like the idea of an AP1 weapon bypassing Hardness-That Melta should melt the life out of the wall... think of it as a drill for the bad guy's tank :D
Now, about AoE weapons (Plasma Cannon et al) Say, 10' Radius Burst, for anything that'd be on a Small Template, and 20' Radius Burst for the pie plate? Should blasts scale down as you get further away? or is a single damage radius approriate? (I like it simple so...)
Another mechanic that would have to be looked at is Vehicles. That is a bigger project, to say the least. Each vehicle would need at least HP, Hardness (like any object) and then some other stats like capacity (passengers) weapons and locations, control (bonus/penalty to Drive/Pilot checks)... I wouldn't want it as convoluted as Car Wars but, detailed enough that it matters.
GNOME

Bertious |

I wouldn't write off paladin casting as such myself i'd use them as the equivelent of the grey knight marines who if i remeber correctly follow a strict code and have psychic powers specificly to fight demons and such which i would say the paladin spell list excels at.
I would also consider clerics to simulate sanctioned psychers using the powers of the golden throne for the imperium whereas wizards and sorcerers are those that dabble in the forbidden arts.

FireberdGNOME |

I wouldn't write off paladin casting as such myself i'd use them as the equivelent of the grey knight marines who if i remeber correctly follow a strict code and have psychic powers specificly to fight demons and such which i would say the paladin spell list excels at.
I would also consider clerics to simulate sanctioned psychers using the powers of the golden throne for the imperium whereas wizards and sorcerers are those that dabble in the forbidden arts.
I see what you are saying, with GreyKnights and "Sanctioned" psykers. What I don't want *specifically* is Healing and Channeling. Here is where the *feel* of the game changes from PF style fantasy to grim/dark 40K. If you get hurt, you had best have a good medicae; there is no *instant cure*
For spellcasting, how about a mechanic for making it "dangerous"? When you cast a spell, Fort or Will (Caster's choice) DC 10+Spell Level, or to make it tougher, 15+Spell Level. If you fail, take d6/2 spell levels of non-lethal damage. If you are knocked uncouncious... A mechanic for possession? (Magic Jar'd by a warp entity!)
Again, just brainstorming ;)
GNOME

FireberdGNOME |

I see your not a fan of Dark Heresy, but Rogue Trader could fit your needs nicely. Its much more empowering to the players, but if you found DH cumbersome your likely to have the same complaints.
*grin*
Rogue Trader is the awesome. Let's just say there is a reason a grognard such as myself stuck with 40k through all of it's painful gaming experiences: the setting
lol I just realized you were talking about the Fantasy FLight RT, not the original RT!
Yes, RT is the better 'game' of the two that FF Games has released-it is much better and cleaner than DH is. Also, it is more open-ended for *what* you can play. DH is "You are an Inquisitor's Warband, go hunt the Enemies of the Imperium!" RT is... Up to you to decide. Hero? Rogue? Bandit? Missionary? Diplomat?
So, with a decent system already to hand, why bother making 40K using D20 mechanics? Easy: D20 is (IMO) the single best RPG system available. Eloquent, simple, clean and easy to learn. While being those things it is incredibly open-ended. You can use the core system to add the details you need without demanding a heavyweight re-write, or even worse, change the core mechanics to fit a niche need!
I have a copy of RT with me, in Durkadurkastan, but rather than try to teach realative novices a new, awkward system, I chose to just keep working with Pathfinder, and Fantasy Adventures.
GNOME

Bertious |

Bertious wrote:I wouldn't write off paladin casting as such myself i'd use them as the equivelent of the grey knight marines who if i remeber correctly follow a strict code and have psychic powers specificly to fight demons and such which i would say the paladin spell list excels at.
I would also consider clerics to simulate sanctioned psychers using the powers of the golden throne for the imperium whereas wizards and sorcerers are those that dabble in the forbidden arts.
I see what you are saying, with GreyKnights and "Sanctioned" psykers. What I don't want *specifically* is Healing and Channeling. Here is where the *feel* of the game changes from PF style fantasy to grim/dark 40K. If you get hurt, you had best have a good medicae; there is no *instant cure*
For spellcasting, how about a mechanic for making it "dangerous"? When you cast a spell, Fort or Will (Caster's choice) DC 10+Spell Level, or to make it tougher, 15+Spell Level. If you fail, take d6/2 spell levels of non-lethal damage. If you are knocked uncouncious... A mechanic for possession? (Magic Jar'd by a warp entity!)
Again, just brainstorming ;)
GNOME
Fair point the healing doesn't fit.
I'd give them channel smite for free and possibly alignment channel and lose the ability for channeling to heal.
Lay on hands for paladins i'd be tempted to keep that but modify it to a fast healing effect becuse grey knights are rather tough even by marine standards.

FireberdGNOME |

Not a bad suggestion: Allow "Channeling" to be Alignment Channel Only; or allow Channeling to only affect Warp Entities (Outsiders!) or vice versa :) "Be cleansed by the Light of the Emperor!!!"
For a matter of scale... I was imagining the destruction wrought by a Bloodthirster. In the tabletop wargame, Bubbles (a common ironic name for a BT) eats enemy armies. How does this feel when put into an RPG? Well, Bubbles (let's assume he's a Balor) just monkey stomps anything that is not 'level appropriate' and even tears apart solo heroes. What happens when the balor gets rocked by LasCannons? DR15 against 45points of damage is not too far off the mark for INV4+ save (in 40k) So if the Balor takes 10 LasCannon shots at 30hp/avg per shot, he can soak up 12 shots, and drops on the 13th. That actually makes them a bit *tougher* than in 40K. (iirc, 8 LasCannon shots *should* put down a BT)
hmmm... What class would Sisters of Battle be? I think Paladin would fit even better here, than for GreyKnights.
Also, the idea of Imperial/Chaos Space Marines as PCs makes my head hurt ;) They are really powerful, unless you use a form of ECL, or unless everyone is a Space Marine.
GNOME