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14

It depends on your players and campaign style The problem, as you've noted, is that players start being able to do specific things really well. However, that's also the solution - force them to do new things. If your campaign is a dungeon crawl, this will be harder than if it's a city-based setting, but you have to remember that the PCs' actions shouldn't ...


10

If they have Safecracking 5 and there aren't any safes around, then that 5 doesn't matter; they're going to be falling back on their broader, lower-dice skills. They may get new skills out of that, but they'll be something different again. In order for them to actually progress beyond the point where they have made Skullduggery 2 obsolete, they'd have to ...


7

The phrasing is, as I understand, shorthand for how many times you can acquire the talent - it means that at Rank 2 you can get one additional wound, three times; not three wounds at once. My groups have always ruled that each is treated as a separate advance, so if you have 600xp you can get 3 wounds, but if you only have 200xp you can get 1 wound and save ...


5

Gaming the Help System 1. Follow the Leader/AKA the Gandalf Effect Take the person with the highest stat, have them deal with the higher obstacle things, have the rest of the group each throw in Helping dice in order to get the advancements. The leader often will get nothing beyond a Routine test at best, but everyone else gets a good advancement out of ...


4

Each Skin has its own advancement list, so you can raise your Dark again after you've switched. Parts of Monsterhearts are straight ports of Apocalypse World (MH p. 38 quotes AW p. 184 extensively), including the process of changing Skins, called Playbooks in AW parlance. In AW, when you change your Playbook you keep and lose various things (whatever is ...


4

The rules here are a lot more complicated than they need to be. Getting Started To begin with, Psychic abilities are divided into Disciplines, Basic Techniques, and Techniques. Each Discipline has one Basic Technique, which you automatically acquire when you learn the discipline. Each Discipline has several Techniques. You cannot learn a Technique unless ...


3

Artha Persona gives you more dice—which don't count toward dice used in the test, and thus don't shift the test down from challenging and difficult—and Fate opens sixes or, for Faith which already open-ended, allows you to reroll a failed die. And of course Deeds, when you need to break out the big guns. Call-on traits, such as Pennywise for Resources, are ...


2

A psyker starts out knowing a Discipline (or Disciplines) depending on his career path; for example, from Psychic Techniques (Rogue Trader Core Rulebook, p 157) In Rogue Trader, the Astropath Transcendent Career begins the game with access to the Telepathy Discipline and the Astro-Telepathy Technique. An Astropath Transcendent may also select two more ...



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