While I like aspects of many RPG systems, I am a raving fan of a few. The Interlock system, Savage Worlds, BRP, and the system presented in Dark Heresy. It’s this last one I want to talk about today.
Every system has its little flaws and warts, but like a relationship or the suspension of disbelief, you let these go. Also, like relationships or the suspension of disbelief, there are glowing parts that let you fall in love.
I have broken DH into a simpler ruleset, cut away the bloat as it were. What remains is golden…except that one thing. First discovered in play was the characters…the heroes…amazing ability to not hit a goddamn thing. Or to succeed at almost anything. In a game centered around investigation/discovery/kill the heretic, this factor made the game unenjoyable. I get that the idea is mere mortals against the ravening forces of Chaos, but I don’t enjoy watching players fail because of low attributes. The simple fix is to boost the starting attributes. This isn’t about the setting, (which has its own inherent set of playability enjoyment troubles) as I intend to use the base system to do something else.
So now I am reworking attribute determination, Fate points, and the skill system. For those familiar, I am removing talents entirely and replacing skills with genre-appropriate ones. I will expand the skill levels by at least one box. (traditionally there are three boxes-skilled, +10, +20)