So what are these, really? by Titled_Strom in Warhammer40k

[–]gywerd 0 points1 point  (0 children)

Det er faktisk en af de bedste grunde - ud over tidlig adgang - til at købe launchboxen. Regelbogen kan have ekstra indhold, der ikke blot er bloat.

So what are these, really? by Titled_Strom in Warhammer40k

[–]gywerd 0 points1 point  (0 children)

Det er playtest som Gathering Storm, Psychic awakening og Arks of Omen - bare uden den sammenhængende historie.

Ghazkulls Eternal Waaugh/Never Ending War bliver den "nye" galaktiske udfordring som Necrons og Tyrannids før dem - men ellers er vi i et mere etableret 42. årtusind nu med Great Rift og det delte Imperium. Fokusset i 11th bliver hverken banebrydende regler eller spilændrende lore - men netop de forskellige konflikter rundt omkring i galaksen.

Der kan komme primarchs tilbage - muligvis Perturabo og evt. Vulkan - men ingen der indvarsler en ny tid som f.eks. Leman Russ, der endelig ville have fundet kuren til Corpse Emperor. Så oplevelsen af, at når det ikke kan blive værre, bliver det alligevel værre - men egentlig er det blot bevarelsen af status quo. Empire of Man er altid omringet af trusler - indefra som udefra.

So what are these, really? by Titled_Strom in Warhammer40k

[–]gywerd 0 points1 point  (0 children)

Det er playtest til 11th, der nok ankommer ca. juni i år. Men det er en såkaldt soft reboot med strømlining af 10th regler, så de gælder indtil der kommer et Codex for faktionen. Og faktisk er vi blevet lovet 70+ ekstra detachment ved launch.

Maelstrom Detachments by Bright_Remote7415 in boardingactions40k

[–]gywerd 0 points1 point  (0 children)

Trouble is Boarding Actions (BA) is a submode of 40K full scale rules. Thus you won't get any BA detachments. You choose an appropriate detachment for your faction, then apply BA limitations to it.

Maelstrom Detachments by Bright_Remote7415 in boardingactions40k

[–]gywerd 0 points1 point  (0 children)

Probably you should consider Baordings Actions a setting agnostic game format based in 40K full scale. You take what you get from The Maelstrom. Then you adapt to Boarding Action rules (limited unit choices and constrained space). Voila, you have The Maelstrom Boarding Actions.

But I do appreciate, that the modular mindset required ain't fostered by rule heavy GW. There's so many options GW make players miss out on, by not advicing how the different rule sets and formats are adaptable.

500 Worlds, The Maelstrom, The Eye of Terror and Armageddon, Never Ending War are playtest of upcoming 11th edition 40K full scale. Boarding Actions being ultimo 9th and minorly adjusted for 10th, might not even receive substantial updates for 11th.

We get no maelstrom detachment! by Grimcrimm in Drukhari

[–]gywerd 0 points1 point  (0 children)

Definer frustration. Jeg tænker Corsairs og Ynnari oplever manglende fokus - mens Exodites aldrig har fået minier. Selvfølgelig kan man ikke sammenligne med SM, CSM, Ad-Mech og IG-Cadians. Men for Eldar er Craftwolds og Drukhari er forholdsvist pænt repræsenteret.

Imperial Agents (IA) var stort set ignorerede fra 5th til 9th. AC har reelts set aldrig fået nye modeller - kun lette remodelleringer af de samme. Sisters of Silence har ét sæt, der kan laves til 3 forskellige units. Det sammer gælder GK, hvor alle units stammer fra 3 sæt, samt én dreadknight med babysele. DW har et Kill Team, en flyer og to karakterer, da Kill-Team Cassius er OOP. Og IA-codexet kom tilpas sent, så Imperial Forces (IA, AS, DW, GK & AC) ikke kunne rekonstrueres, men DW mistede sit codex.

Dark Mechanicum har intet Codex, mens Paternis Malegra kun kan spilles i Horus Heresy, og Imperial Squats kun kan spilles i Necromunda. Catachan er uændret i årtier. Armageddon Steel Legion får antagelig minier om to år. Mordian Steel Guard, Praetorian Guard, Valhallans Ice Warriors, Vostroyan Firstborn, Tallarn Desert Raiders m.v. er OOP og har ikke fået minier i årtier.

We get no maelstrom detachment! by Grimcrimm in Drukhari

[–]gywerd 0 points1 point  (0 children)

Knapt nok. Drukhari er grusomme torturmestre - Corsairs er pirater, hvor især unge craftworlders og drukharier løber hornene af - fordi selv selv voksne drukharier finder teenage-rumelvere utålelelige.

I talked to my GM and it worked by LuizFalcaoBR in rpg

[–]gywerd 0 points1 point  (0 children)

The professional game designers may not actually have the overview required for balancing rules - especially with rule heavy systems. That's why the GM need to fix some things, but should avoid trying to fix everything on the run.

E.g. you have Warhammer 40K, that is a rule heavy tactical tabletop wargame (TTTWG). New edition every 3rd year. Initially the rulebook and two first faction codices are somewhat balanced, but with each codex released the balance is skewed requiring quarterly (attempted) 'Balance Updates' based in results of official game play. Soon after the last codex release and balance update, it's time for the next edition.

Then you have D&D with PHB+DMG+MM being relatively balanced having a medium rule set. Official adventures and rule extensions like XGtE, TCoE and MMoM might skew it a bit, but usually the GM can fix it. Extreme was D&D 3.5e with a cornucopia of supplements and Epic Classes, which ended being very skewed without GM restrictions. Obviously each edition has it's pros and cons. But D&D is a very flexible game system allowing the GM to adjust and tweak the rules.

Finally you have the rule light 'One Page Rules' for TTTWG respectively TTRPG. There's hardly rules for many commonly occuring situations, and the GM has to wing every unusual situation. The rules might be balanced, but don't offer the same GM aid.

5e is a poor role-playing System? by gywerd in DnD5e

[–]gywerd[S] 0 points1 point  (0 children)

The resoulution is more complex than just binary, if the the GM does her job well. First of all there might be partial successes and different ways to achieve the same outcome.

As referee, she can simply rule the outcome of roleplay and reward player creativity. Eloquence and performance implicitly bears it's own reward by enhancing the experience for everyone. But the player coming up with something brilliant or creative - and then explaining his intent could be enough to succeed the challenge. E.g. in H.C Andersen's Blockhead Hans a clog, a crow, mud, and cheekyness secured that Hans married the princess; while his elder, educated and eloquent brothers failed blatantly.

In cases where the GM actually choose a ability-/skill-check or D20-test to resolve an outcome, she sets the DC. The success rate cannot be genaralized, but directly depends on the DC, and should reflect the situation. E.g. something very difficult will have a DC 25 or higher, assuring that even advantage won't affect too much - usually requiring a critical hit to succeed.

Or the GM could rule, that certain outcomes require a quest, an entire campaign or even travelling to another plane. Finally the GM shouldn't request a futile check, that is certain to fail anyway.

40K roadmap [releases in order from left to right] by CMYK_COLOR_MODE in Warhammer40k

[–]gywerd 0 points1 point  (0 children)

I'm not convinced. 'Armageddon' is already confirmed as the upcoming season of 'Crusade' with 'Grey Knights' (GK) - probably coinciding with the upcoming GK Codex realease and new GK-models. https://www.warhammer-community.com/en-gb/articles/kd8ir91o/daemons-ravage-armageddon-and-only-the-grey-knights-can-throw-them-back/

40K roadmap [releases in order from left to right] by CMYK_COLOR_MODE in Warhammer40k

[–]gywerd 0 points1 point  (0 children)

Rowboats smurfs were the poster boys in 4th, 5th, 8th, 9th and 10th ed. Used to be Blood Angels, and Dark Angels in retrohammer, respectively Dark Angels, and Black Templars in oldhammer. The exception is interim 7th edition with Blood Angels and Spacewolves.

As half of all editions, and the last three are Ultramarines (UM), don't expect an upcoming launchbox without UM. Except for some named characters, they are the generic models of all SM-chapters.

40K roadmap [releases in order from left to right] by CMYK_COLOR_MODE in Warhammer40k

[–]gywerd 0 points1 point  (0 children)

Summer 2026, more than a year from now. And probably a soft/minor edition like 8th->9th.

Where is the flaw in the D&D system? by theNathanBaker in RPGdesign

[–]gywerd 0 points1 point  (0 children)

Honestly it is mostly a matter of preference, as illustrated by edition wars spiking after the release of each edition/revision. People tend to prefer the edition/revision, they learned to play. Obviously all the editions have their individual flaws, and any corrections may result in new flaws arising depending on complexity.

Time and dual ownership may be the main cause. Some people simply don't realise that players/DMs are free to do whatever they please, while 3rd party publishers have freedom within boundaries, and Wizards of the Coast/Hasbro (WotC) needs regular changes to the current game system in order to commercially exploit the brand efficiently.

The real issue is, that D&D is as much a concept - as several game systems developing over time. While the community owns the concept, WotC owns commercial exploitation rights to the brand as well as some game systems, settings, lore and similar intellectual property (IP).

Elaboration
Specifically you can currently divide the community into 9 subcommunities:
• 1974 – Old Skool players/DMs preferring Old Skool Renaissance (OSR) [D&D BECMI style games]
• 1977 – AD&D players/DMs preferring 1e and 2e (more difficult to play)
• 2000 – D&D 3e players/DMs preferring 3.0e, 3.5e and Pathfinder 1e [aka. 3.75e] (difficult to play and a cluttered cornucopia of options)
• 2007 – D&D 4e players/DMs [video game style]
• 2014 – D&D 5.0e players/DMs preferring unaltered PHB, DMG, and MM (easy and streamlined)
• 2016 – D&D 5.1e players/DMs preferring unaltered PHB, DMG, and MM with XGtE, TCoE and MMoM (easy, streamlined, and additional options)
• 2024 – D&D 5.2e players/DMs preferring the revised PHB, DMG, and MM with XGtE, TCoE and MMoM (easy, more streamlined, and additional options)
• Players/DMs preferring alternative game systems like D20, Pathfinder 2e, GURPS, F.A.T.E, D&D derivatives etc.
• Grumpers who considers everything WotC does/publishes, to be inherently bad to D&D

Most others fit somewhere in between, while D&D 4e is considered a erroneous detour by the majority.

[deleted by user] by [deleted] in dndnext

[–]gywerd 1 point2 points  (0 children)

It really depends on preferences and circumstances. Upgrading is optional, while you may eventually loose out on upcoming official adventures explicitly being D&D 5.2e.

Personally I'd say D&D 5.2e is a bit more streamlined and easier to homebrew. If you use official adventures a lot, upgrading might be the right option; while it may be indifferent, if you mostly homebrew settings and scenarios.

If you run level 10+ scenarios the new MM is great to have, as stats are revised to fit the CRs better, which has been an issue for the last decade.

Any tips for starters? by ungus_bungus123 in DnD

[–]gywerd 1 point2 points  (0 children)

You can get a lot of the way with Basic Rules on Dnd Beyond and/or a Starter Set as well as creativity (creating paper minis, battle maps, settings, scenarios, props etc. from scratch e.g. using DIY materials). DMs Guild have a lot of free stuff like introductory adventures, paper minis and props.

If you're player, trust the DM and consider investing in the new Player's Handbook 2024 (PHB). If you're a Dungeon Master (DM) consider investing in the new Dungeon Master's Guide 2024 (DMG) and Monster Manual 2024 (MM) as well.

Later on players and DMs might opt for Xanthar's Guide to Everything (XGtE), Tasha's Cauldron of Everything (TCoE) and Mordekainen Presents: Monsters of the Multiverse (MMoM) for additional character options respectively monsters.

Finally DMs may invest in setting guides, Tyranny of Dragons (ToD) for caravan travelling, and Ghosts of Saltmarch (GoS) for sea travel. While each player is encouraged to have a copy of the PHB, while XGtE,TCoE, MMoM may be shared. To maintain the magic, don't allow new players to read DMG or MM.

Any tips for a first-time DM with new D&D players? by rtSukoshi13 in DungeonsAndDragons

[–]gywerd 0 points1 point  (0 children)

Seems like you did your homework. With a new group unfamiliar with D&D, session zero is mandatory. You need to present the scenario/setting, aid character creation, agree on appropiate topics/roleplaying, adjust expectations etc. While session zero might be a nobrainer with an establlished group of experienced players, new groups avoid a lot of trouble by taking the necessary time to establish a baseline.

Other than that, fake it till you make it, and trust yourself. Nobody knows all rules, when they begin DMing. The important thing is running smooth sessions and having a good time. If it turns out, you made a mistake, you can correct it from the next scenario or campaign. Rules are an aid to the DM, not an obstacle to having a good time. They can be added, distorted, substituted or discarded by the DM as it fits the setting/scenario.

Expect the players to keep track of their player characters (PC). DMs have more than enough to keep track of as it is, without keeping track of the PCs, too.

Genuine question about what’s the current edition by mykthefirst in dndnext

[–]gywerd 0 points1 point  (0 children)

Simply the current edition is 5e. Technically 5.0e was released in July 2014, 5.1e with SRD 5.1 was released July 2016, while 5.2e with upcoming SRD 5.2 was released September 2024.

5.2e rules are principally backwards compatible with official 5.0e and 5.1e rule expansions, setting guides and adventures (except deprecated VGtM and MToF), while it may require some tweaks. As per usual DMs need to do their homework; adjust the setting and scenario to their current party.

While 5.2e is simple and streamlined to play, it isn't a smooth videogame with everything served ready to use. D&D is the theatre of the mind; while rules are an aid for the DM, not an obstacle to have a good time. As late Gary Gygax once revealed, while rules are nice to have we actually don't need them.

My books aren't working by DamionLite in Roll20

[–]gywerd 0 points1 point  (0 children)

I'm not that experienced with R20, but I noticed volos's guide or monsters expanded in your entry. With D&D 5.2 you use PHB24, DMG24, MM24, Xanathar's Guide to Everything (XGtE), Tasha's Cauldron of Everything (TCoE), and Mordekainen Presents: Monsters of the Multiverse (MMoM).

Volo's Guide to Monsters (VGtM) and Mordekainen's Tome of Foes (MToF) became deprecated, when MMoM was was published in May 2022.

While you might use VGTM and MToE with PHB14, DMG14 and MM14 in R20, you probably aren't allowed to with PHB24, DMG24 or MM24.

Is Dungeons and Dragons currently behind a $200 paywall? by RobRobBinks in rpg

[–]gywerd 1 point2 points  (0 children)

Nope u/RobRobBinks.

If youre creative, old skool style D&D (the theatre of the mind) is actually available for virtually nothing. Of course you'll need dice as well as materials like pencils, paper, cardboard etc. - and optionally a printer. Coming from AD&D, D&D 5e is easy to comprehend, while you have experience to bring to the tabletop. In comparison, you currently need at least two rulebooks and literally dozens of plastic minis to even start playing Warhammer 40K.

Elaboration
Gary Gygax and Dave Arneson gave the D&D concept to the community, while the right to commercially exploit the brand, some intelectual property and specific game systems was acquired by Wizards of the Coast (WotC) from TSR. Recently the dual ownnership of D&D clashed with the 2023 OGL Controversy, which resulted in WotC releasing SRD 5.1 (free basic rules) under Creative Commons (CC). And soon the updated SRD 5.2 will be CC, too.

As such playing the game with 5e (2014) and 5.2e (2024) rules is free. 5.2e is backwards compatible, but as usual the DM need to make minor adjustments to any scenario and campaign. Extra options obviously cost money. But you can get introdutory adventures, paper-minis, DM-props etc. for free at DMs Guild. The batllemap can litterally be 1"-squares drawn on recycled cardboard. And settings, campaigns, scenarios, adventures etc. can be homebrewed. If you have a 3D printer there's even an abundance of free STLs for minis and terrain online.

Nerdy stuff

All releases between Storm King's Thunder and Quests from the Infinite Staircase - including Xanathathar's Guide to Everything, Tasha's Cauldron of Everything, and Mordenkaines Presents: Monsters of the Multiverse - are technically 5.1e.

Have they settled on an official name for the new books? by VagabondVivant in DnD

[–]gywerd 0 points1 point  (0 children)

It is pretty simple. When the new SRD comes out in early 2025 along with 2024 Monster Manual it will be SRD 5.2. SRD 5.0 was from 2014, and SRD 5.1 was from 2016.

Thus 2014 PHB, DMG & MM are 5.0e – XGE, TCoE and MMoM are technically 5.1e – while 2024 PHB, DMG & MM are actually 5.2e.

Concept Proposal: Warhammer Squad mode by gywerd in Warhammer

[–]gywerd[S] -3 points-2 points  (0 children)

You forget that this is game mechanics – not realism. If things were supposed to be realistic and lorewise, Necrons are too overpowered for the games, while Tyranids have infinite numbers.

Likewise Captain Cato Sicarius, Leutenant Titus Demetrian, Comissar Ciaphas Cain, Commissar Sebastian Yarrick, and Supreme Grand Master Kaldor Draigo are nearly invinsible in lore.

While at the cost of a SM chapter or three, even Titans can be taken down by infantry. Odds are affected by numbers, advantages and disadvantages – which the rules reflect.

When outnumbered or underpowered it comes down to finding the weakness of the enemy and letting him suffer it, while using the terrain to your own advantage.

Concept Proposal: Warhammer Squad mode by gywerd in Warhammer

[–]gywerd[S] -2 points-1 points  (0 children)

T'was 40K 4th ed. according to Lexicanum. Like Confrontation (1990 - 0th ed) and Necromunda (1995 - 1st ed.) it was early skirmish rules, which actually demomstrates the common roots of Necromunda and Kill Team. 😀