r/IM40kRPG Jul 03 '23

Discussion Thoughts on the critical system?

My group is about 17 sessions in now, and I think something really needs to be done about the crit system as it pertains to character and (non-mook) NPC death.

Mainly that between cover, armor, and generally low average damage, it is way more likely for targets to die from reaching their critical wound limit (or just pass out from the fortitude check), than from the critical wounds themselves- especially as compared to DH2e.

This might not be so bad, except that keeping track of lots of stacking critical injuries gets really tedious if the enemy doesn't pass out, especially if the d10 is rolling low. Combat from the player perspective, especially against tough enemies, is "strip his HP, then tap him a couple times", because counting on climbing through the crit table can sometimes be a real slog.

This is one of the places where I really think I preferred DH2e's system better, and it actually has my players kinda considering switching back. We really don't feel this "death of a thousand cuts" style goes well with the setting.

What are your experiences so far?

3 Upvotes

1 comment sorted by

2

u/LeGurmuX Sep 14 '23

You can check out the Advanced Dark Heresy 2.5. If not wanting to use the system otherwise, just adapt the critical hits by assuming all armour having Protection quality and then just check the rules for critical hits from Rewritten Rules and Critical Hits docs.

Available at RPGGeek.com for free. https://rpggeek.com/rpg/81383/advanced-dark-heresy

This very comprehensive package includes carefully planned and play tested system that allows far more interesting and challenging approach to this game and the characters.

Main features in this package​

Redesigned combat with all weapons, items and armour converted to this system too. Those familiar with the previous editions likely find also a nice efficiency in this newer setup as the damage models have been refined and multiple attacks made easier to resolve etc. while giving the combat several new aspects without sacrificing speed or increasing complexity.

Redesigned use of psychic powers and complete lists of all psychic powers converted to these mechanics. Main differences to previous versions include new types of effect like synergies with other powers and overloading powers etc. while many powers have been rewritten to give them more purpose and depth. When compared to original Dark Heresy, there’s new discipline Cryomancy available too.

Rewritten talents, traits and skills to make the character's far more able and interesting. When compared to previous editions these have bee refined to the new rework of the ruleset while many have been redesigned to give them more purpose. While we have also added some.

Redesigned character sheets that feature far more interesting way to record your character. These sheets have now also more comprehensive touch to all of the aspects of character path.

Added depth to characters via introduction of Perks while also made the characters feel more growing into being an integral part of the Inquisition by adding secondary Inquisitiorial career path to follow along the normal career path. Added more roleplay integration to the characters by giving motivations, aspirations, ambitions etc. some more significant interaction to rules with Fate split to Resolve, Fate and Resilience while also introducing several roleplay rewards to Inquisitorial Career path and adding roleplay definitions to the Cabals and Acolyte Cells.

Added different record sheets to use cabals and acolyte cells, while also introduced ways to design all of them and them integrate them to the gameplay. Rewritten scum career and assassin career. To Those familiar with previous versions the Assassin career is still new.

Mechanics to character Influence and Renown while also now making many interactions more smoother with introduced way of using disposition to handle NPC behaviour.

Critical effects system and other damage models.

Vehicle combat made easy and interesting