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Official Dark Heresy Hombrew/Conversion thread

Started by KrakaJak, February 04, 2008, 05:51:47 PM

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KrakaJak

Quote from: BlackhandI can tell why you didn't want to.  You should never attempt math again.

Did you see where I explained about the thresholding?  It compares your WS number to your opponents WS?  To use the above example (and to do the correct math for you) of WS2 vs WS2 it would go something like this.

Lets say your DH ws is 21.  Your warhammer 40k ws is 2.

You attack a cultist with WS2.

Your chance to hit (disregarding mitigation) in DH is 21 base, though often there are modifiers to this that may raise this up to 51.  Your chance to hit in 40k is 4+ (50%) and there are no modifiers at all.  That's pretty fucking close.  I'm sorry I was 1-9% off depending on if your DH WS is 21 or 29.

The variable range is larger in DH because roleplayers want a larger range of numbers.  To have a larger range of numbers on a finite scale you have to start lower on the scale.

You want to talk about mitigation, like parry / dodge and it's equivalent in Warhammer 40,000?  Parry / dodge uses different mechanics but equates the same mitigation factor as cover and armor in 40k.  A 30% parry or dodge in DH serves the same purpose as a 5+ save in Warhammer 40,000. 40k is just simplified with a much smaller range of numbers.  Both scales however, are quite comparable if you can count to 10.

So maybe you can tell me where you are getting the 16%.  If you are multiplying the mitigation vs the hit in any combination you are off base in your assessment of the mechanics.
Armor and cover is strictly armor and cover IN BOTH GAMES. Read the rulebooks. 40k it's assumed that characters are dodging to the best of their ability, all the time. It's a passive trait, which is covered by the fact there is always a miss chance.

Parrying is ALSO automatic, it's why people of higher weapon skills are harder to hit in combat. It makes parrying a passive trait that speeds up gameplay.

Dodge and Parry are NOT the equivalent or even a PART of the armor save. If you make an Armor save in 40k it means they struck and failed to pierce your armor.

As you know, WH40k uses d6s to resolve everything. Every test is based on what you need to roll on a d6. A 1/6 chance is 16.66_%, 2/6=1/3 or 33%. Getting percetiles off of Die rolls is pretty easy math. Someone with BS 2 hits 33% of the time in 40k, someone with a BS of 20% hits 20% of the time (not counting an opponents dodge...which lowers his chance to hit). It gets worse as you climb. Someone with BS3 hit's 50% of the time will someone of BS 30% hit's 30% of the time.

Those are already lower than the tabletop...and we haven't thrown in Dodging/Parrying into the equation.

I'm done arguing this point though. Your wrong. Anyways, I'm starting a new thread so we can get down to the nitty-gritty of conversion work.
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

Blackhand

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Pseudoephedrine

I would expect a space marine to have significantly more wounds than an ordinary human, rather than necessarily going with stronger armour. An (ordinary) human character in DH has normally somewhere between 9 and 15 wounds, IIRC. It would seem reasonable that a space marine would have 25+, which combined with his armour would give him a much greater survivability.

This could be modeled well by making a trait that gave a character his toughness bonus in wounds, then giving them that trait at x2 (similar to Unnatural Intelligence). Further wounds would be picked up by taking the Sound Constitution trait multiple times over a Marine's career path.

If a marine career path is like DH career paths, it has between six and eight steps, and could offer Sound Constitution at each one, possibly even making it available multiple times at any given step (similar to the Guardsman career). If we assume 7 steps and SC available twice at each level, this would give a marine a maximum potential of 39 wounds (not counting any miscellaneous bonuses he might pick up) which combined with the Armour 8-9 value of power armour would let him stride across the battlefield shrugging off bolter shells. I think it makes a veteran marine sufficiently tough without making them unkillable.
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Playing: Dark Heresy, WFRP 2e

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Blackhand

I was thinking that there would be base multipliers for play at the space marine level.

Higher stats all around, for the roleplay version - or special rules in place that allow more survivability.

Lets not forget that space marines are immune to all poisons / toxic gases / blood loss and can spit acid.  They can eat the flesh of the deceased and learn their secrets.  There are a lot of things that go into it, but Astartes Power Armor is / was gonna be bitching.

For the record, Power Armor is not Artificer Armor.  Artificer Armor is not Tactical Dreadnought Armor, either.
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