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DagobahDave said:
My previous post is in the wrong thread. Sorry. But everything I wrote is still awesome.
[QUOTE efidm=177734]
My previous post is in the wrong thread. Sorry. But everything I wrote is still awesome.
[/QUOTE]
I want more beautiful cards, cardboard sheets, maps, many tokens and less rulebooks. That's why I think the new edition is the best for me.
I too am looking forward to this new set. I think the rulebooks may become redundant quickly with the special dice in play. Hopefully the books still retain a lot of value as fluff and rules after the initial learning curve is complete. Really, with the nice and cards, this seems like a very easy game to pick up, but still one where can take the previously published adventures of v1 and v2 and apply the story without having to worry much about the old stats. Here's to hoping it works out that way, but so far I'm sold.
E
In Sigmar's name I smiteth thee, thrice acursed daemon!
i want more involevent from ffg... but they created wfrp v3 with no consultaion from the community... they are slack in getting involed in the forums.. i feel like the sold the rights to wizards of the coast... well done.. please ffg prove me wrong... not THAT ANYBODY HAS GOT A REPSONSE FROM FFG FOR OVE 12 MONTHS... irt proves that ffg are a board and card game company..not a rpg company.... pls ffg the comunity could buy the rights to wfrp to get it done right..:D
Without Signature
How were they slack from getting the community involved? We know at least one group that playtested v3. Is it out of the realm of possability that more groups playtested it and have chosen to sit back, smile at the chaos going on, and wait for the final product to be released, knowing full well what it will bring?
What community do you feel could get it right? The one where everyone gets a say in what happens next before anything is decided? I can see that community moving along at a reverse pace as every decision breaks down into arguments, accusations, and name-calling. I think the current system of one group making the decisions and letting the rest of us decide with our wallets is best. You really think that FFG has planned, designed, and intends to sell a game that won't bring them a profit? I think not. And how will it bring a profit? By being what people want. Sure, there is the group that will make up their minds before the facts are out. There are the people who are content to play v1 or v2 without change. So be it. But, there are also more people out there that are willing to take a look, and play a game based in the world they love to die in.
E
In Sigmar's name I smiteth thee, thrice acursed daemon!
ejacobs said:
We know at least one group that playtested v3.
Wow as many as that!!!!!
Oh and in that one group, the Playtester Runefang/Monkeylite hated WFRPv2, his opinion of the existing game has been convieniently forgotten by the pro-WFRPv3 fans.
Without Signature
YEAH! As many as that you... I will refrain from calling you a tool. Seriously, you think that only one group playtested v3? And the moon landing was faked, and Hoffa's really alive with Elvis and Jimmy.
E
In Sigmar's name I smiteth thee, thrice acursed daemon!
I'm keeping an open mind about the new edition, I can understand that it makes financial sense for FFG. What I would like to see in the new version is:-
1) mechanics which tie in to roleplaying, like Traits from Burning Wheel. So you might decide "my character is paranoid" and the GM decides ok, so whenever combat starts, you're going to get a +1 initiative, but on the other hand, you take a -1 penalty in some social situations where your constant looking around puts people off.
2) game options not limited to official "moves", e.g. So my character has daily power called "Fireball", but he can't light a torch because he doesn't have an at-will called "Cantrip"? Great.
One thing I've noticed about people's attitudes when they have lots of cards and prescribed powers is that sometimes this subtly encourages a mindset where those cards and prescribed powers are the only things your character can do. Hopefully this won't be the case if the Skills engine drives the game.
3) Player input to the plot, and not just in describing how their character reacts to the GM designed situation, e.g. GM: You made your spot check, and see Bernard talking to a shadowy figure in a grey cloak. Player: Oh, I want to spend a drama point! The cloaked guy is the priest of Morr that buried my sister!
4) Something a little more accurate than "Slaughter Margin" when it comes to figuring out how many cultists your party can handle!
I suspect that the majority of the rules are finalised by now, but I would certainly buy the game if any of the above points were included.
Y.
P.S. Wardancers!
Which is worse, ignorance or apathy?
Who knows? Who cares?
Silent Star said:
lordsneek said:
If a dwarf in plate is so vunerable why was everyone complaining about how powerful they were on the 2nd edition forum.
For "Everyone" see a couple of idiots that are not up to running a game and then notice that almost all the replies tell them how easy it is to beat ANY character no matter how advanced.
Also note that hardly any of the responses in that thread were "add bigger monsters" perhaps you should up your game. But mostly just add a little personal class instead of trolling forums needlessly.
"One fled, one dead, one sleeping on a golden bed" ~ Rogues in the House, R.E. Howard
Yavathol said:
1) mechanics which tie in to roleplaying, like Traits from Burning Wheel. So you might decide "my character is paranoid" and the GM decides ok, so whenever combat starts, you're going to get a +1 initiative, but on the other hand, you take a -1 penalty in some social situations where your constant looking around puts people off.
2) game options not limited to official "moves", e.g. So my character has daily power called "Fireball", but he can't light a torch because he doesn't have an at-will called "Cantrip"? Great.
My god yes! Especially point #2.
As for the OP's mention of Priest/Cleric spells being just as numerous as a wizard's: I disagree.
From what I remember, Clerical magic does not invoke Tzeentch's Curse, and Clerics can wear armor. That would make Wizards quite underpowered in comparison.
Someone please correct me if I'm wrong: I'm a bit foggy on those rules...
Necrozius said:
Yavathol said:
1) mechanics which tie in to roleplaying, like Traits from Burning Wheel. So you might decide "my character is paranoid" and the GM decides ok, so whenever combat starts, you're going to get a +1 initiative, but on the other hand, you take a -1 penalty in some social situations where your constant looking around puts people off.
2) game options not limited to official "moves", e.g. So my character has daily power called "Fireball", but he can't light a torch because he doesn't have an at-will called "Cantrip"? Great.
My god yes! Especially point #2.
As for the OP's mention of Priest/Cleric spells being just as numerous as a wizard's: I disagree.
From what I remember, Clerical magic does not invoke Tzeentch's Curse, and Clerics can wear armor. That would make Wizards quite underpowered in comparison.
Someone please correct me if I'm wrong: I'm a bit foggy on those rules...
Not to start a debate about spell casters or anything but I always thought wizards were more powerful because they got magic at first career while a divine spellcaster would have to wait until 2nd career. Though I admit you do have a point.
Cheese for the Horned Rat!
So if every monster has its own dice (the only explanation if you consider the many different dice types) what is if I loose my oger dice? I guess I just have to change to the dragon then....
What I want from WFRP3? Simple, more sourcebooks that cover areas and races that WFRP2 didn't get to develop.
Without signature
superklaus said:
So if every monster has its own dice (the only explanation if you consider the many different dice types) what is if I loose my oger dice? I guess I just have to change to the dragon then....
Wow I never thought of that. Do you think that there'll really be such a multitude of dice?
Perhaps they'll be taking a different route: special dice for different kinds of attacks.
Like Feral dice (bite, claw)
flame template dice (for all breath weapons, some spells, warpfire throwers)
poison/toxic (extra damage or weakening results)
Or whatever. The point is that perhaps certain monsters use certain kinds of dice to represent their method and flavor of attack.
Kind of like Descent?
lordsneek said:
2. Cooler/More useful divine magic (The priests should get just as many spells as the wizard and at the same career)
Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from it..
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