I'd been struggling somewhat to find a concrete description of what IM's mechanics were actually like, and how they compared to the previous FFG games. This video was very helpful for that, and has gotten me even more excited to check out this game.
From another review it is similar to the amazing Dark Heresy 2e game. % system with some things that increase and decrease that...cover...aiming...etc. Except there is a few more convoluted additions like advantage and disadvantages like they sorta wanted to copy dnd a little but there is already the stuff that adds bonuses and removes them like aim or cover...darkness...weather whatever ... They also made it a little more heroic in places but also made damage straight damage with only armor negating the hit...no longer is armor and toughness a factor. An old man can shoot a lasgun and do 8 damage and take a hit wearing medium armor ...the same as a trained soldier firing a lasgun doing 8 damage and taking the same hit wearing the medium armor. Also you work for a patron under possible inquisitors...so no longer a henchmen under an Inq you literally a henchman to a henchman lol! But the CC seems a little more streamlined process.
I also did not get into RPGs through Dungeons and Dragons. I used to play Warhammer 40.000, as in the wargame. Read a ton of books and really loved the lore behind the setting. Than Dark Heresy hit my radar and the idea of playing a character in this world really appealed to me. So I got a the very first print, by Black Industries, before Fantasy Flight took over. From there on out we hardly played wargames anymore and have been playing 20+ years. Much like the gentleman here I end up DMing most of the time, but I do love when I get to play. My group is currently running an Cyberpunk Red campaign (amazing game), but I have just ordered Imperium Maledictum. The character creation seems som much easier for a percentile Warhammer game, which used to be the bottleneck. I am hype
Fantastic video full of good and helpful information, combat is such a tricky thing for me as a lot of games add conditions and consequences to make it more realistic/exciting but I find it just adds to the book keeping and combat takes forever to get through so nice to hear there has been an effort to make it run smoother. The G.M being able to reward Players who plan a fight rather than just run in blindly is a really nice mechanic as it rewards good play and helps with the narrative at the same time.
Chapters in the video would have been great. There's a lot of basics in here that I am not necessarily interested in, having played a bunch of D100 systems before, but the specifics of what Imperium Maledictum does differently are _very_ interesting
Is there any kind of Righteous Fury mechanic in the game? Was always a fun little mechanic, wouldn't be upset if it's gone, as this system sounds to be a MASSIVE improvement over base DH, but still enjoy it.
Really appreciate the video running through how the mechanics work! was having a very hard time finding any. I'll definitely keep an eye out for more of your content! :)
I'm glad you're doing this series, I pre-ordered the book and really wanna get my hand on GMing it for my group but I can't find the time to work through it in detail so I hope you'll break down the basics in the series to just get started with creating a patron and characters :)
Thank you! We’ve had to take summer off to focus on our real life jobs but as things are winding down we’ve been able to get to work on the channel again so watch this space !
So speaking you're working with actual maps, that you could divide your map in different Zones and say depending on the zone you're in yourself means the one next to you is short range the next medium and so on..?
Imho the patron system is a pretty good idea. The Imperium isn't a very free society and individuals generally have very little agenda (hence the previous Multi-Game D100 system made a lot of sense). So having the archetypical self governed adventurer kinda clashes with the setting. (Almost) everybody is a cog in a larger machine and the patrons are a pretty universal way of imbedding characters into one hierarchy and another. It also gives the player a sense of freedom individuals don't have but still be active individuals rather than high ranking officers. It's due to the patrons power.
I'd been struggling somewhat to find a concrete description of what IM's mechanics were actually like, and how they compared to the previous FFG games. This video was very helpful for that, and has gotten me even more excited to check out this game.
That’s great to hear, thanks! We’ll be going into more detail with future podcast episodes as well as making other types of shows for IM.
From another review it is similar to the amazing Dark Heresy 2e game. % system with some things that increase and decrease that...cover...aiming...etc.
Except there is a few more convoluted additions like advantage and disadvantages like they sorta wanted to copy dnd a little but there is already the stuff that adds bonuses and removes them like aim or cover...darkness...weather whatever ...
They also made it a little more heroic in places but also made damage straight damage with only armor negating the hit...no longer is armor and toughness a factor. An old man can shoot a lasgun and do 8 damage and take a hit wearing medium armor ...the same as a trained soldier firing a lasgun doing 8 damage and taking the same hit wearing the medium armor. Also you work for a patron under possible inquisitors...so no longer a henchmen under an Inq you literally a henchman to a henchman lol! But the CC seems a little more streamlined process.
If toughness is not a thing then wont that make Orks very squishy? Astartes still have armour, but orks not so much🤔
I also did not get into RPGs through Dungeons and Dragons. I used to play Warhammer 40.000, as in the wargame. Read a ton of books and really loved the lore behind the setting. Than Dark Heresy hit my radar and the idea of playing a character in this world really appealed to me. So I got a the very first print, by Black Industries, before Fantasy Flight took over. From there on out we hardly played wargames anymore and have been playing 20+ years. Much like the gentleman here I end up DMing most of the time, but I do love when I get to play. My group is currently running an Cyberpunk Red campaign (amazing game), but I have just ordered Imperium Maledictum. The character creation seems som much easier for a percentile Warhammer game, which used to be the bottleneck. I am hype
Fantastic video full of good and helpful information, combat is such a tricky thing for me as a lot of games add conditions and consequences to make it more realistic/exciting but I find it just adds to the book keeping and combat takes forever to get through so nice to hear there has been an effort to make it run smoother. The G.M being able to reward Players who plan a fight rather than just run in blindly is a really nice mechanic as it rewards good play and helps with the narrative at the same time.
Thanks guys! Really tempted by the idea of a 40k rpg. Super appreciate you going through the differences with WAG.
"Bit of a beef cake and a bit stupid." Thrud The Barbarian?
Hi, Kevin
Chapters in the video would have been great. There's a lot of basics in here that I am not necessarily interested in, having played a bunch of D100 systems before, but the specifics of what Imperium Maledictum does differently are _very_ interesting
Yeah totally agreed, will be splitting things into clean segments going forwards.
Awesome- thanks for covering this.
You’re welcome, we’re looking forward to diving in deeper with this.
Is there any kind of Righteous Fury mechanic in the game? Was always a fun little mechanic, wouldn't be upset if it's gone, as this system sounds to be a MASSIVE improvement over base DH, but still enjoy it.
Really appreciate the video running through how the mechanics work! was having a very hard time finding any. I'll definitely keep an eye out for more of your content! :)
Great overview. I'm a big fan of the streamlining to WFRP 4e and the addition of some modern design mechanics like zones.
Couldn't agree more! Zone combat works well once you get your head around it, it’s no surprise more and more games are using them.
I'm glad you're doing this series, I pre-ordered the book and really wanna get my hand on GMing it for my group but I can't find the time to work through it in detail so I hope you'll break down the basics in the series to just get started with creating a patron and characters :)
Thank you! We’ve had to take summer off to focus on our real life jobs but as things are winding down we’ve been able to get to work on the channel again so watch this space !
Thank you, this helped me lot. I have been dming for dnd and my friends asked me to try and do 40k adventure for them
Found you guys recently. Thanks for the content!
Thank you for the support, we really do appreciate it!
This seems like a very flexible 40k RPG, but so far it looks pretty good/interesting
We're definite fans of the approach they're taking with it. I'm very excited to see how the faction expansion books pan out.
Big or small companies- I think it’s a great idea to let people play test and look for errors in the book.
Totally agree. I wish more companies would do the same
If it wasn't for you both, I never would have heard of Maledictum, but it looks so fun!
Also, love your content, keep it up! ❤🤘🏽
Thank you kindly! We're looking forward to getting more IM content out there soon :)
So speaking you're working with actual maps, that you could divide your map in different Zones and say depending on the zone you're in yourself means the one next to you is short range the next medium and so on..?
May pick this up but I used to play Dark Heresy 1st…may just pdf up for Dark Heresy 2nd.
Seems you generally liked the new system!
Yeah very good first impressions! Looking forward to taking the game for a spin!
Imho the patron system is a pretty good idea. The Imperium isn't a very free society and individuals generally have very little agenda (hence the previous Multi-Game D100 system made a lot of sense). So having the archetypical self governed adventurer kinda clashes with the setting. (Almost) everybody is a cog in a larger machine and the patrons are a pretty universal way of imbedding characters into one hierarchy and another.
It also gives the player a sense of freedom individuals don't have but still be active individuals rather than high ranking officers. It's due to the patrons power.
Anyone reason to play this over the FFG line? Especially since i already own that.
Dunno...I rather play 2e
But this seems a little more streamlined in CC and balanced between powers and skills...
But both are easily fixed in DH2e
Also the cover is pretty lackluster
Interesting