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Posted: Wed Oct 22, 2014 12:09 am
by mean_liar
I'm a big fan of "low attack roll = no ammo/jam/misfire" to consolidate rolling, rather than tracking ammo. A post-combat roll to see if you're effectively out of ammo might also be relevant.

Posted: Wed Oct 22, 2014 6:48 am
by Dean
I like the changes you've been making so far, the Champion and Inquisitor feel solid. For Spyrers I'm making the prestige classes now, currently going with Arch Spyrer for the make-your-own suit deal and "Haunt" for the class that becomes lost in the suit and only lives for the hunt anymore, becoming one entity with the suit. I'm also working on a prestige class for the Inquisitor called "Daemonvessel" which will be a radical inquisitor who can personally channel the power of a Daemon. It will be all about getting your hulk on and turning into a psychic powerhouse for a little while but racking up warp points while you do it.

To your questions: I think the best solution is just to dramatically reduce the clip size of everything down to single digit numbers and then check off boxes every time you attack. Anything that can be fired for more than 6 rounds (meaning clip 6) will never be reloaded ever. Drop clip size to 1/5th the numbers it's currently at and then just keep track of those low numbers with the understanding that each attack roll includes multiple bullets out of the barrel.

If you really want to go ammo roll find some way to not add extra die rolls. Giving weapons a reload range on the attack roll would be reasonable. So Bolt Pistols have 1-5, Bolters have 1-3, Lasguns have 1-2. If you roll that number you're out of ammo that turn and need to reload before you can fire again.

You should also keep the marine chapters you have. No point in reducing content that you've already written.

Posted: Wed Oct 22, 2014 8:32 am
by radthemad4
Koumei wrote: Also, for Space Marine Chapters (the feat and the Captain ability), would it be better to cut down on all those options (Space Sharks, Angry Marines, Iron Hands, FABULOUS Warriors) and only provide write-ups for the Founding Legions? Then if you're of the Sanguine Guard you just use your Founding Legion of Blood Angels, and if you're "the last remaining Iron Warrior Loyalist" you pick Imperial Fists because they follow the same shtick.

THOUGHTS?
Dean wrote:You should also keep the marine chapters you have. No point in reducing content that you've already written.
I'd go with something in between. Sort the chapter benefits you've already written into Founding Legions, and let Marines pick any one set of benefits from their founding legion. This way, you can get more diversity between members of the same chapter, you can add more benefits into any founding legion later on, and made up chapters can just pick whichever one seems most appropriate.

Posted: Wed Oct 22, 2014 1:08 pm
by Koumei
Right, here's the reduced clip size thing:
Autopistol: Clip 8
Bolt Pistol: Clip 9
Eversor Pistol: Clip 4
Exitus Pistol: Clip 6
Grav-Pistol: Battery 5
Grigor Bolt Pistol: Hand-Load 1
Hand Flamer: Canister 6
Hell Pistol: Nigh-Infinite
Inferno Pistol: Canister 4
Las Pistol: Battery 10
Needle Pistol: Clip 10
Neural Shredder: Canister 6
Plasma Pistol: Canister 6
Plasma Torch: Canister 4
Ripper Pistol: Clip 6
Spectris Bolt Carbine: Clip 8
Stubb Gun: Hand-Load 6
Void-Breaching Pistol: Pack 9

Boltgun: Clip 9
Condemnor: Clip 4
Grav-Gun: Battery 10
Lasgun: Battery 8
Plasma Gun: Canister 8
Rad Cleanser: Nigh-Infinite

Angelus Bolter: Clip 5
Anima Speculum: Clip 6
Autogun: Clip 6
Aux. Grenade Launcher: Hand-Load 3
Deathwind Launcher: Clip 3
Flamer: Canister 6
Grenade Launcher: Hand-Load 6
Heat Ray: Pack 6
Hell Gun: Nigh-Infinite
Melta Gun: Canister 8
Psilencer: Pack 8
Psycannon: Drum 8
Purifier: Canister 4
Shotgun: Clip 7
Sting Ray: Battery 10
Storm Bolter: Drum 10

Assault Cannon: Drum 5
Autocannon: Drum 8
Conversion Beamer: Battery 5
Cyclone Missile Launcher: Hand-Load 8
Exitus Rifle: Clip 6
Frost Cannon: Tank 5
Grav-Cannon: Pack 10
Heavy Bolter: Belt 8
Heavy Flamer: Tank 8
Heavy Stubber: Belt 8
Hell Rifle: Infinite
Impaler Cannon: Hand-Load 1
Incinerator: Tank 6
Las-Cannon: Battery 5
Las-Cutter: Battery 5
Missile Launcher: Hand-Load 1
Mortar: Hand-Load 1
Multi-Laser: Battery 8
Multi-Melta: Tank 8
Needler: Clip 10
Plasma Cannon: Pack 8
Siege Mortar: Hand-Load 1
Stalker Boltgun: Clip 6
Thud Gun: Hand-Load 4
Widower: Clip 6
Yes I know when all is said and done I'll need to put it into a new document. Possibly even three documents ("Core Rules, Feats, Imperial Equipment", "Assault Tier", "Siege Tier"). Then hypothetical future stuff like Chaos or Eldar or whatever can refer people back to the Core Book for things without all the pages on Imperial characters (and indeed without saying "And check these two threads and look for posts that might have updated this").

Posted: Thu Oct 23, 2014 10:03 am
by radthemad4
Would it be okay if the Telekinesis feat lets you use normal Mage Hand at will with no warp charge?

Posted: Fri Oct 24, 2014 12:13 am
by Koumei
Sure, that sounds reasonable.

Posted: Mon Oct 27, 2014 2:07 am
by Koumei
I'm currently making an OpenOffice document of the "Core Rules" (new/changed skills*, New Feats, Backgrounds for Humans, Imperial Equipment, Psychic Rules, Descriptors and Subtypes) and am about halfway through. I have added a disclaimer to [High-Impact] and [Sustained] weapons that basically boils down to "You get only one attack per round, even if things would give you extra attacks". So if you are Hasted, you just get +X to your Sustained damage and nothing for High-Impact. If you get to make an AoO with guns or get to make a Swift Attack, then it doesn't apply at all with those weapons.

I'll upload it once it's a completed pdf. Then I'll start on the Assault and Siege Tier documents. And then if I feel crazy I might do Eradicating the Flesh of the New Races From Our Long-Forgotten Dungeons (Necrons) or Dungeon Corruption (Chaos) or Tales of a Party, a Mere Small Troupe in Size, Graceful and Beautiful in their Fury, Adventuring Bravely in Long-Forgotten Dungeons on Backwater Planets: the Poem (Eldar of course). Or Dungeon Colonisation (For The Greater Good) (Tau + Kroot). Depending on how I feel.

*I'm going to do the "These skills are the same in that you can use your ranks in one in place of your ranks in another, but +4 Listen from having Big Ears doesn't give +4 Spot, and you still need ranks in that specific skill for the purpose of [Skill] Feats" thing.

Posted: Mon Oct 27, 2014 8:56 am
by Maxus
I'll admit to liking the new Necron fluff with the mid-level and higher 'crons still having something of their old minds and personalities.

But that may be because one of the first people I knew who liked Warhammer asked for advice on details on a Rogue Trader adventure. He had the idea of a Flayed One being in the hold killing people, wanted discussion of end goals and scene setting and all that, and I suggested in the final confrontation that it pick up a large long piece of scrap metal and swing it at the party.

This prompted an infuriated rant over how it's impossible for a Necron to display any tool-using or creative ability and how their pattern of wake up-walk-shoot makes them "terrifyingly predictable." and how his players would walk out if such a thing happened and he wouldn't blame them.

And not one word on how Flayed Ones, as I found out through googling, have really damn big claws and it'd be impractical for one to improvise a weapon.

Posted: Fri Oct 31, 2014 4:02 am
by Koumei
Yeah, I recall that tale. The new fluff for Necrons is actually an improvement, despite being written by Ward.

Basically, your average Necron Warrior would have a handful of hit dice, and be hard to properly kill. It would be a monster you fight in groups, similar to zombies and shit, but for higher level characters because they have guns that can slowly disintegrate you.

There would also be the weak individual Scarabs, and then horrifying Scarab Swarms that shred the fuck out of people. With optional Flensing and Mindshackle templates that change the way they work.

And then a player character Necron has around five levels of "Awakened Necron", and then selects:
-Lord 5 (leader type with more resilience and auras and stuff)
-> Nemessor 5 (more of the above, with eternal genius stuff)
-> Destroyer Lord 5 (float around and have a shooting-rage thing)
-> Tomb Commander 5 (CHARIOT OF DOOM, BITCHES)
-Canoptek Wraith (close combat part-ghost stealth/mobility dood)
->Various transformational options including the big bastards
-Cryptek 5 (crazy devices and weird powers)
->Eternal Cryptek of X (one for each of the major specialisation areas they can have - darkness&fear, light&blasts, time&space, destruction, lightning)
-Praetorian 5 (fly around the place dictating stupid laws and smashing enemies in the face)
->pilot option and close combat option

Edit: Core Document is close to completion. Just need to fill in all the equipment, oh god, it's not that close to completion. And I deleted a bunch of Feats that I felt didn't really belong.

Posted: Fri Nov 07, 2014 3:50 am
by Koumei
Finished the Armour and just about finished the Firearms. Also I forgot that I need to go back and add SLAs into the [Psykic] Feats for Slaanesh and Nurgle. I'll ask some vodka for suggestions and it will give great ideas.

Also, I knew many of the Imperial uniforms and artillery were basically ripped straight out of WWI (along with the machineguns for that matter), but I always assumed the tanks were just "made to look like shitty repurposed agricultural equipment". I didn't realise they were, well...
Image

Posted: Sat Nov 08, 2014 9:02 am
by Omegonthesane
Koumei wrote:Finished the Armour and just about finished the Firearms. Also I forgot that I need to go back and add SLAs into the [Psykic] Feats for Slaanesh and Nurgle. I'll ask some vodka for suggestions and it will give great ideas.

Also, I knew many of the Imperial uniforms and artillery were basically ripped straight out of WWI (along with the machineguns for that matter), but I always assumed the tanks were just "made to look like shitty repurposed agricultural equipment". I didn't realise they were, well...
Image
About 15 millennia of military advancement, everybody!

(Give or take the bit where the first human intergalactic civilisation was divided up by warp storms that only cleared when the Eye of Terror showed up.)

Posted: Fri Nov 14, 2014 4:22 am
by Koumei
So I've finished all Equipment that isn't called "vehicles". That just leaves finishing off a couple of Chaos feats, then typing up a couple of spells and a handful of summonable monsters. And the vehicles.

Do people feel vehicles are actually going to see any use such that they should be typed up, or is there an implicit agreement that nobody is ever going to take a Pilot PrCl or Requisition a tank etc? Doing so means saving time, getting the basic document uploaded very soon and then working on the individual Assault and Siege Tier documents. Actually including tanks means it's more complete and they're right there if ever people want "Let's bring a Vindicator up to make a new entrance in the side, then slam a Land Raider through the place. Meanwhile, get the Basilisks to flatten the battlements around the edges." as well as "Protect the Thunderhawk, it's our only way off the planet ever, needs a minute to power on, and enemies are swarming in. Fuck, they're riding Rust Monsters."

Posted: Fri Nov 14, 2014 4:59 am
by angelfromanotherpin
Make vehicles a mini-supplement.

Posted: Fri Nov 14, 2014 5:26 am
by Koumei
Of course! That's even fitting for 40k, where every man and his dog gets a mini-supplement these days.

Or they just randomly release a bunch of new kits for an existing army and say "Oh yeah, you'll have to buy White Dwarf for the rules, meaning you can actually miss the window to be able to purchase the rules". I'm looking at you, first-wave flyers. And current Tyranids with something like five special WD units that have actual kits. (One is a shitty "jump into close combat, as a slow-moving Monstrous Creature" thing or a "psychic spears" thing which is maybe handy if you have excess Warp Dice. The other is the return of the Drop Pod and a floating brain that augments Synapse Ranges, or an Infiltrating immobile thing that generates spore mines.)

Almost completely done. Remaining: 3 Greater Daemons.

Posted: Tue Nov 18, 2014 2:17 pm
by Koumei
AND HERE IT IS:
HERE IS DUNGEON CRUSADE CORE

So there you go. The core rules. All 99 fucking pages although admittedly a massive chunk of that is "lists and descriptions of equipment", as opposed to big changes to stuff you need to know.

But things have been changed here and there, almost at random, it's just like playing Pathfinder!

Posted: Thu Nov 20, 2014 4:57 am
by radthemad4
I could add bookmarks to it once I get some free time.

Posted: Fri Nov 21, 2014 3:02 am
by Koumei
That'd be awesome. I'm really hoping the other individual documents end up being much smaller. I mean fuck, 99 pages for something that refers people back to the SRD on top of it. I should just go and add a fucking dot into my name.

Posted: Fri Nov 21, 2014 7:08 am
by radthemad4
Apparently it's possible to make clickable links to specific parts of other pdf files, so that'll come in handy.

Posted: Thu Nov 27, 2014 10:23 am
by radthemad4

Posted: Tue Dec 02, 2014 11:08 am
by Koumei
Okay, I've updated the first post to include the following:
-The bookmarked version (thanks rad)
-The new Imperial Assault Tier document

Posted: Wed Dec 03, 2014 5:35 am
by Maxus
Some shiny, shiny stuff here...

Posted: Wed Dec 03, 2014 8:35 am
by Koumei
The only credit I take for the pictures is time spent searching google and stealing the pictures, then awkwardly resizing them and all that.

Also, the Siege Tier book is seriously going to include Errata regarding the core rules (because I don't want to edit the core document for one little change, reupload, get rad to edit and upload again, and get everyone else to redownload). Just for the Psycannon - I thought it channelled psychic energy (and that Psybolts basically had the weird psy essence added to them). Turns out it fires proper explosive shells that are silver-tipped (that being the anti-daemon material in 40k, but only being anti-devil/werewolf in D&D) and contain weird essence that is made more powerful by psychic activity (from the firer or the target, or indeed both). And tells forcefields (Deflection Bonuses) to go fuck themselves.

Editing it is about as useful as editing some of the classes like the Shock Pilot - I'd be surprised if it ever makes a difference, as I just don't see the game as a whole getting that much use, but whatever.

Posted: Fri Dec 05, 2014 2:50 am
by Koumei
So, working on the Siege Tier stuff. There's just enough content included that non-Space Marine characters could, at least via Prestige Class, turn traitor. Space Marines obviously need to get the Chaos supplement.

If Dean could complete his branch of stuff, that'd be super awesome. But this will take me a while anyway so I can just skip those sections in the meantime.

Posted: Fri Dec 05, 2014 5:08 am
by Dean
Ill get it in asap. My comp broke so I lost a bunch of writing but I'm getting my new one this weekend

Posted: Sat Dec 06, 2014 2:51 am
by Koumei
Sorry for your loss. Still, a new one is always nice.