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Post by WildKnight on Jun 9, 2010 15:58:51 GMT -5
I have no idea what Dark Heresy even is.
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Post by dorkknight23 on Jun 9, 2010 16:07:01 GMT -5
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Post by WildKnight on Jun 9, 2010 16:11:47 GMT -5
Oh, its WarHammer related. Got it.
On a scale of 1 - 10, how complicated would you say the system is? If the system is reasonably easy to pick up, I might be interested.
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Post by dorkknight23 on Jun 9, 2010 16:15:31 GMT -5
Personally, I'd say, on a scale of 1-10, maybe a 4, 6 tops, depending on how complicated the rules you start delving into are. I cut my teeth on 2nd Edition D&D, so one basic mechanic with some variants doesn't scare me terribly.
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Post by WildKnight on Jun 9, 2010 16:20:18 GMT -5
Me too (2nd Edition, one basic mechanic, etc). I've played the Warhammer Fantasy game they had out a few years ago, and had a few run-ins with the war game (I have friends with more money invested in Warhammer pieces than the value of my home and car combined...).
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Post by dorkknight23 on Jun 9, 2010 16:28:40 GMT -5
To clarify: if you're playing a Psyker or a Techpriest, it might be slightly more complicated (6 and 5, respectively, even then, that's just the sheer number of extra mechanics involved.) These two also seem to have slightly higher power yields, at the cost of being really prone to corruption and insanity. But I'm reasonably sure a trained chimp could play Guardsmen, if all it did was jump up and down and shout "Heresy!" every now and again. Adept, Scum, Clerics, Arbitrators, and Assassins are about as complicated as Guardsmen if varying degrees less combat-focused.
And yeah, the minis and the way people obsess over them were a big reason I avoided this for a long time, but when I finally peeked at a rulebook I was like "Hey...this is kind of cool... not waste money on tiny miniatures cool, but cool enough." Then again, I'm generally anti-miniatures.
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Post by WildKnight on Jun 9, 2010 16:39:14 GMT -5
Assassin you say... ;D
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Post by slimgoodbody on Jun 12, 2010 17:56:28 GMT -5
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Post by takewithfood on Jun 12, 2010 22:54:29 GMT -5
Anyone play any MMORPGs?
~TWF
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Post by Brainstem on Jun 13, 2010 4:32:06 GMT -5
Question:
Should I invest in buying Scion (Hero, Demigod, and God) or the Dark Sun expansions for D&D 4.0?
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Post by Jet on Jun 13, 2010 5:26:59 GMT -5
I have no idea what Dark Sun is, so I say Scion, becouse its damn awesome.
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Post by WildKnight on Jun 13, 2010 7:18:33 GMT -5
Question: Should I invest in buying Scion (Hero, Demigod, and God) or the Dark Sun expansions for D&D 4.0? Well, given that I absolutely hated the Dark Sun setting for D&D, my answer would be Scion. However, given that you're even considering it, you were probably a fan of the original Dark Sun(?), so your mileage may vary.
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Post by Jet on Jun 13, 2010 11:11:19 GMT -5
What is exactly Dark Sun about?
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Post by WildKnight on Jun 13, 2010 12:03:51 GMT -5
Dark Sun was a very gritty, desert-based setting for AD&D2. It heavily included psionics, and had some very cool ideas. The reason I disliked it so much is because at moderate levels (the game started at 3rd level, so we're talking like 3rd - 10th here) PCs were vastly more likely to be killed by the environment (either starvation or dehydration) than by monsters... oh, and the monsters were extra-tough too. IMO, there's just nothing whatsoever heroic about having your whole party die of dehydration before they even reach the target of their quest. On the other hand, if you had a Water Priest in your party, they could produce gallons and gallons of water every single day, making the whole dehydration issue complete moot. The only thing worse than making PCs more afraid of the sun than of a dragon; making it so that one class can mitigate the entire thing, thus effectively forcing players to choose that one particular option. Added to the fact that Psionics were completely OP in AD&D and AD&D 2, and Dark Sun was just all kinds of disastrous.
There were a few elements of Dark Sun I really liked. One of them being that it was relatively low magic. Magic items were extremely rare... an entire adventuring party might be lucky to discover one or two in their entire careers. In addition, DMs were encouraged to make up interesting magical items based on the ecology of the setting rather than use the cookie cutter ones from the DMG. Of course, since D&D 3, 3.5, and 4 are completely incapable of handling "low magic" in any way, shape, or form, the one element that I actually liked about Dark Sun is going to be whitewashed out of existence.
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Post by Brainstem on Jun 13, 2010 13:42:01 GMT -5
Ah, well I've never actually played Dark Sun, but I think the setting sounds really cool. Even if I decide on Dark Sun first, I'll probably flip through the books to see if they seem worthwhile.
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