Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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I had a look at the rule system this is based on and I have a concern.
The way the classes are set up in Warhammer 40000 rogue trader you have a bunch of supporting role classes and a class literally called Rogue Trader which is meant to be the star of the show. Seeing as we are the protagonist I have a fear we will be locked into the Rogue Trader class and thus be unable to pick the class we want from those available in the rule set so no psyker/navigator powers for the protagonist.
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Yeah, that's my fear as well. We'd lose a big chunk of customization if we're restricted to the Rogue Trader career path.
Jumbik 30. Nov. 2022 um 2:20 
You will have to wait for the sequels.

Dark Heresy - For all your classic choices you would expect
Death Watch - For the playable Space marine character
Only War - For your Astra Militarum carrer paths
Black Crusade - For the Chaos job you always wanted
Bishop 30. Nov. 2022 um 2:40 
I mean rogue traders by themselves have bunch of archetypes. They'll manage something.
https://warhammer40k.fandom.com/wiki/Rogue_Traders#Rogue_Trader_Archetypes

Plus there's technically nothing that stops rogue trader being a psyker for example.
Zuletzt bearbeitet von Bishop; 30. Nov. 2022 um 2:44
Ursprünglich geschrieben von Bishop:
I mean rogue traders by themselves have bunch of archetypes. They'll manage something.
https://warhammer40k.fandom.com/wiki/Rogue_Traders#Rogue_Trader_Archetypes

Plus there's technically nothing that stops rogue trader being a psyker for example.

Indeed. there is a lot of variety
Dakan 30. Nov. 2022 um 10:45 
One of the companions is a rogue trader, so our mc can probably be customized to be anything.
Theyre probably homebrewing it a bit. I doubt there is going to be a class called Rogue Trader.
Radiac 1. Dez. 2022 um 17:28 
I was hoping to be able to make custom characters of all of the classes in the paper and pencil RPG, if not as the main character, then as supporting team members. Pathfinder Kingmaker has that.
I imagine your profession is rogue trader, you pick a class after that.
Radiac 4. Dez. 2022 um 18:08 
Ursprünglich geschrieben von FrostPaw:
I imagine your profession is rogue trader, you pick a class after that.

In the original source book for the Rogue Trader paper and pencil RPG, there were not "classes" there were "Career Paths" and one of them was literally "Rogue Trader" which was described as the captain of the ship. As a GM, I would have run my personal campain in such a way that the captain was an NPC and any Rogue Trader player characters were well-connected relatives serving as Executive Officers or Lieutenants etc, but that's just me. From the stuff I've seen online, the ship's captain is an old lady who probably either dies or abdicates command of the ship to the main character at some point. It seems highly unlikely, to me, that she'd hand over the ship to a Navigator, Psyker, or Mechanicus guy, and FAR more likely that our main character will be a Rogue Trader by default.

Again, I just hope we can make SOME decisions in the Origin of the character, in terms of ability scores at the very least and hopefully Talents. And I really hope we get to make fully custom companions.
Zuletzt bearbeitet von Radiac; 4. Dez. 2022 um 18:09
Ursprünglich geschrieben von FrostPaw:
I imagine your profession is rogue trader, you pick a class after that.

SPARTANS! WHAT IS YOUR PROFESSION!
My assumption is you will have a lot of options from the RPG books such as what kind of planet you come from (or a voidborn), probably some other details about your person like your social status and personality and such.

And then you pick some kind of career background that will make up the basis of your "class" choice, such as guard, navy, psyker school w/e it's called, scholar progenium, or maybe even something for the mechanicus like an explorator mission, or something for the eclissiarchy like a preacher. And this will determine the flavor of your character and your abilities and skills.

Rogue Traders can come from all sorts of backgrounds, even ex-inquisitors. I think there is a lot of room for your character especially if they stretch it a bit. Rogue Trader's can make anyone their successor and you don't even have to be blood related which is what I think they're going for to give you more room to be whoever you want to be. (at least usually, but sometimes the Warrant of Trade they are given can have specific stipulations, restrictions or all other sorts of legal matter, which can include specifics about succession, or if there can even be a successor.)

They could even do stuff like a hive ganger or enforcer or who knows what if they really want to dig deep. The only thing I can think of (other than the obvious like marines) that I don't think would ever fit is an Imperial Assassin just because they're not so much people anymore as they are just living weapons, and usually don't have much "free will". A blood cult assassin wouldn't be an issue tho.
Radiac 5. Dez. 2022 um 17:24 
Honestly, a lot of the Origin Path options from the core rulebook were not terribly attractive to me when I was making characters on paper. The first choice you get to make is what kind of planet you come from, and Death World, which is basically "you grew up on a hostile jungle planet" gives a bunch of good bonuses, including +5 Strength and +5 Toughness, at the cost of -5 Willpower and -5 Fellowship, while most of the other options are very meh. Forge world, for example, gets you -5 Weapons Skill and +5 Intelligence. Void Born gets you -5 Strength and +5 Willpower. Hive World gets you -5 Toughness and +5 Fellowship. Noble Born gets you -5 Willpower and +5 Fellowship. Those are mostly all terrible trade-offs, as far as combat is concerned. Void Born could be worked around by making a character that's not melee-centric, but the rest are just hard combat nerfs for the sake of out-of-combat role playing BS, which I hate. I can see trading Agility for Toughness or Weapons Skill for Ballistic Skill, or Willpower for Intelligence (none of which are options) because those shape the type of combat (or out of combat stuff) you're going to try to do and how you end up doing it, ideally, but trading any sort of offense or defense stat for Intelligence or Fellowship is just terrible.

Then farther down the lone, you end up having to take a "Trials and Travails" option, all of which are purely drawbacks.
I'm not that into tabletop epg systems so I don't know how often it is an issue that characters feel bad in combat if they choose any route other than pure combat. I know at least in older dnd editions if you don't optimize and plan your build out perfectly you're going to get utterly dunked on if you decide to pick some more "role play" options. But it also depends on what class you pick as well.

This is intended to be played with a party tho, so having a tool monkey character isn't a bad thing if others can make up the combat role. Either way I just hope all characters have some contribution in a battle no matter what kind of build they go for.

Presented options should be viable in some way but it shouldn't be totally handhold and not let you make mistakes.
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Geschrieben am: 28. Nov. 2022 um 16:08
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