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Warhammer 40,000: Apostate Protocol - Day 2 Feedback

Raptorian

The Furry
Joined
Sep 23, 2021
Messages
162
The investigation continues. The guards of House Leonwood flee, their heresy caught out! In an attempt to pursuit, Sister Aspien accidentally invites a legionnaire of hell, causing her to be crippled temporarily and the Commissar to lose his arm in melee with the beast! Tune in Day 3 to finish the fight.

Leave feedback here. Thank you for coming to Day 2.
 
"Yeah just throw in a Bloodletter, that'd be a fun enough little encounter"
"What do you mean they want to charge it?"
 
I am simply going to provide critique, rather than repeat old points meaninglessly.


I have enjoyed the event thus far, quite heavily. All in all, I sit at about an 8/10. So do not mistake what is below for me writing it off or claiming its bad.

Sluggish GMing. Let me clear, I am well aware there are a whooping two GM's for like ten people. Its insane, its ridiculous. I personally think it shines negatively on Short Stories teams as a whole that events are run with such limited manpower.
NPC encounters are very janky. With only two GM's, every NPC is a static ragdoll and they speak and act via /event and the whole thing can be somewhat difficult to follow.
I believe this has also led to some players being comparably left out of some encounters largely. I've eaten well, so I cannot complain but I feel heavily for those who may not be able to say the same due to not being in a 'special' of a role.

The GM's are doing great. However, it is an inhuman feat to have two watch over ten players each trying to do their own things. Its simply not possible without cutting major corners, such as the NPC's as an example. It doesn't ruin the event, its absolutely something I notice though.

small sidenote...were a couple of instances were GM's described player actions. Just something I heavily wish was left to players, as its the most enjoyable part of Combat.



Personal Class stuff

Psyker feels a bit...problematic in combat. Weak is the wrong word, since in theory, rolling 5 and 6's has you blasting the ass off everything. Problem is, that's not really what happens. Flesh offering is required for any and all actions. As even minor perils remove 2 wounds. For context the Ogryn themselves has a max of 5. Most if not all other characters have three.

This means minor perils are enough to just about kill anyone it contacts with, or very much set them up for death.
Major peril would frankly be a party wipe, I feel. One demon was enough to kill two of us, basically. Couple that with more enemies, and we'd be cooked.

So I guess the problem I have with Psyker is while the risk is there, and its quite massive, Flesh offering is REQUIRED to offset it in all cases. Even doing that, it may not be enough. Meaning a move that would equate to, lets say, reviving a team-mate, results in not doing that, missing your turn and dealing two assured damage to an ally or yourself.

The d6 system leaves very little room for error, and this means that no ability in my kit enables me to act without a near 20% failure rate. Most, are worse odds than that. I do welcome the instability, however, I could not help but feel after witnessing combat unfold twice (which is not a massive pool of info to be fair) my abilities are weighted towards doing more harm than good. Either through effect or probability.
 
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I am simply going to provide critique, rather than repeat old points meaninglessly.


I have enjoyed the event thus far, quite heavily. All in all, I sit at about an 8/10. So do not mistake what is below for me writing it off or claiming its bad.

Sluggish GMing. Let me clear, I am well aware there are a whooping two GM's for like ten people. Its insane, its ridiculous. I personally think it shines negatively on Short Stories teams as a whole that events are run with such limited manpower.
NPC encounters are very janky. With only two GM's, every NPC is a static ragdoll and they speak and act via /event and the whole thing can be somewhat difficult to follow.
I believe this has also led to some players being comparably left out of some encounters largely. I've eaten well, so I cannot complain but I feel heavily for those who may not be able to say the same due to not being in a 'special' of a role.

The GM's are doing great. However, it is an inhuman feat to have two watch over ten players each trying to do their own things. Its simply not possible without cutting major corners, such as the NPC's as an example. It doesn't ruin the event, its absolutely something I notice though.

small sidenote...were a couple of instances were GM's described player actions. Just something I heavily wish was left to players, as its the most enjoyable part of Combat.



Personal Class stuff

Psyker feels a bit...problematic in combat. Weak is the wrong word, since in theory, rolling 5 and 6's has you blasting the ass off everything. Problem is, that's not really what happens. Flesh offering is required for any and all actions. As even minor perils remove 2 wounds. For context the Ogryn themselves has a max of 5. Most if not all other characters have three.

This means minor perils are enough to just about kill anyone it contacts with, or very much set them up for death.
Major peril would frankly be a party wipe, I feel. One demon was enough to kill two of us, basically. Couple that with more enemies, and we'd be cooked.

So I guess the problem I have with Psyker is while the risk is there, and its quite massive, Flesh offering is REQUIRED to offset it in all cases. Even doing that, it may not be enough. Meaning a move that would equate to, lets say, reviving a team-mate, results in not doing that, missing your turn and dealing two assured damage to an ally or yourself.

The d6 system leaves very little room for error, and this means that no ability in my kit enables me to act without a near 20% failure rate. Most, are worse odds than that. I do welcome the instability, however, I could not help but feel after witnessing combat unfold twice (which is not a massive pool of info to be fair) my abilities are weighted towards doing more harm than good. Either through effect or probability.
Psyker is op you just don't know how to use it.
The others are the ones who need boosts.
Hell I don't have ANY POWERS other than a second chance if I end up at 0 hp. Otherwise I'm as good as a soldier with a bigger gun.
 
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