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willmanx said:
yup, by RAW one would answer you may "perform a stunt" instead.
Another idea is : why buying a weak action card giving you a white dice when you can buy a yellow dice to massively increase your character for the SAME cost.
I totally agree.
The Book of the Asur: a High Elves fan supplement for WFRP 3rd ed.
Secrets of the Anvil: a Runecrafting fan supplement for WFRP 3rd ed.
Libro Monstra: A fan made creature guide
Denizens of the Old World: A fan made resurce of NPCs
The Dark Side: a fan supplement for Witches, Warlocks & Magisters in WFRP 3rd ed.
Yepesnopes said:
willmanx said:
yup, by RAW one would answer you may "perform a stunt" instead.
Another idea is : why buying a weak action card giving you a white dice when you can buy a yellow dice to massively increase your character for the SAME cost.
I totally agree.
By the way, the lady playing an rank4 elf (front/left) in our game is totally thanking you for that amazing fanmade supplements, as the lady playing a rank3 dwarf here (bottom/left), and the lady playing a rank 4 witchhuntress (right). Here in early games in winter 2009… and still playing now through epic careers.
http://narf4.free.fr/willmanx/warhammerdesfilles20090228.JPG
Conan! What is best in life? To crush your enemies, see them driven before you, and to hear the lamentation of their women.
willmanx said:
By the way, the lady playing an rank4 elf (front/left) in our game is totally thanking you for that amazing fanmade supplements, as the lady playing a rank3 dwarf here (bottom/left), and the lady playing a rank 4 witchhuntress (right). Here in early games in winter 2009… and still playing now through epic careers.
http://narf4.free.fr/willmanx/warhammerdesfilles20090228.JPG
ooooooh, Duvel; with no doubt is one of my favorite beers!
The Book of the Asur: a High Elves fan supplement for WFRP 3rd ed.
Secrets of the Anvil: a Runecrafting fan supplement for WFRP 3rd ed.
Libro Monstra: A fan made creature guide
Denizens of the Old World: A fan made resurce of NPCs
The Dark Side: a fan supplement for Witches, Warlocks & Magisters in WFRP 3rd ed.
why do RPGers always notice the beers ??! :-D
Conan! What is best in life? To crush your enemies, see them driven before you, and to hear the lamentation of their women.
Beer = fun :)
jh
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
I was just reviewing my old copy of the Indiana Jones RPG. I notice that a similar mechanic to chaos stars and comets existed in that game. They were called "breaks." Lucky breaks and bad breaks.
If you're looking for some new ideas, check on page 93. I see for example: Prowess Checks: Lucky breaks:
- character knocks enemy unconscious
-0 knocks weapon from enemy's grip
BAD BREAKS:
-gun jams
- sword or knive gets wedged into a wall/breaks
- Misses enemy on a punch and causes light injury to himself.
I think another place to get ideas from is the old MERP game. That had criticals and fumbles galore (the Rolemaster system had charts beyond reckoning).
jh
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
We're trying out our first witch pretty soon (as soon as I kill off the player's mystic ;) I think the witch is a good example of things that have a lot of potential for growth. The witch is a Basic. The Warlock is Intermediate. There is nothing advanced beyond that and the listing of spells is not extensive. I was debating on giving them access to dark or necro spells as well.
Regarding Dark and Necro spells, having a career that "specializes" in them and elemental, like we had in prior editions, would be nice. What I'd like to see instead of having to figure out spell points for NPCs is to have a translation for simply using the spells/blessings WITHOUT having to do the spell-points.

http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
Emirikol said:
We're trying out our first witch pretty soon (as soon as I kill off the player's mystic ;) I think the witch is a good example of things that have a lot of potential for growth. The witch is a Basic. The Warlock is Intermediate. There is nothing advanced beyond that and the listing of spells is not extensive. I was debating on giving them access to dark or necro spells as well.
Regarding Dark and Necro spells, having a career that "specializes" in them and elemental, like we had in prior editions, would be nice. What I'd like to see instead of having to figure out spell points for NPCs is to have a translation for simply using the spells/blessings WITHOUT having to do the spell-points.

You have the amazing http://dl.dropbox.com/u/3165726/The%20Dark%20Side.zip by YEPESNOPES for dark high careers…
Conan! What is best in life? To crush your enemies, see them driven before you, and to hear the lamentation of their women.
Having action cards to push forward doesn't make people any lazier than having a skill listed on their sheet in D&D (or whichever RPG) and them stabbing their finger on their sheet saying "I'm using this skill!".
Even after all these years, my group loves their action cards. It makes it easy for them to look through when they are selecting their advances. They are also easy to reorder so as to better display them. For example, some of them keep their combat cards in a stack until combat occurs, and then they spread them out so they can look at them all. Obviously, the cards themselves are also convenient for placing the tokens upon. Lastly, all of the information needed is on them. Range, requirements, costs, effects, etc. No need to pull out rulebooks and look up stuff…"what does it do again?"
NezziR's excellent dice notations PDF: mywebpages.comcast.net/nezzir/files/nn.zip
WFRP3e Master Skill list v1: home.comcast.net/~dcvdg/WFRP3e/WFRP3e-MasterSkillList_v1.pdf
Gitzman's wonderful WFRP3 site: www.gitzmansgallery.com/
Online (unofficial) WFRP3e dice roller: home.comcast.net/~dcvdg/WFRP_dice_roller/dice_roller.html
willmanx said:
1) There are too many cards, and those card often offers a small effect that a simple dice roll interpretation or roleplaying could provide (i.e : almost all the social cards only gives a white dice, or such a city bravado, winning smile, flirt).
2) There are a lot of actions that anybody should be able to attempt (catch someone, seduce, break with a music instrument on someone - do you remember that card ?).
So what ?
I know EMIRIKOL allow anyone to use any card by adding 1 challenge dice but, once again, the card effect is too weak to justify it for us.
In our game, those cards are considered like basic cards, rule remembering, all players have access to. The GM keeps them by himself to rule those action everybody may attempt. Players may only acquire action cards with a major effect.I'll soon report you the liste of action cards considered basic.
What do you think of it ?
I haven't forgot ! Tonight, I'll put the card list considered basic in our game here, juste before the 7th session in Witch's Song (enhanced by the Dreadfleet Pod and Dwarf Supplement). Input welcome.
Conan! What is best in life? To crush your enemies, see them driven before you, and to hear the lamentation of their women.
My group is a lot less experienced at WFRP3 than many of you but we're finding the cards invaluable. When life has been hectic and game nights have been postponed it can easily be more than a month between meetings. Each player having the rules in front of them for the specialised actions they can do is very useful. Without it the GM would be spending a lot more time explaining the mechanics to players or waiting while the players pored over the handbook instead of playing the adventure.
Having a lot of similar cards, some inferior to others, is not particularly useful in a group that permits duplication but is essential if you don't like your players to share cards. The same is true in social situations if you don't allow your charmer to use the same response for multiple tests in a particular time period. The winning smile may well get them through any one of those tests but only one. It's handy to have the card to be able to succeed more easily at flirting with the countess so that the winning smile can be saved for a possible encounter with the baron.
The only thing I don't like about the action cards is the amount of card management involved. I think FFG should have found a more elegant way of managing the card pool and reuse of cards than tracking them all.
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