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What expansions are "needed"


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#21 Emirikol

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Posted 02 March 2014 - 10:22 AM

You could do that, but if there's 60 careers and two people are going to take the same thing, that's kind of boring :)

 

Duplicating action cards is disencouraged for the same reason, but it depends on if the GM wants player characters to all be alike or if he expects his players to diversify.

 

Players also can throw temper tantrums when they cannot min-max every character they play.  The GM will have to be ready to deal with that (and my guess already knows how to deal with those kinds of people :)


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#22 Tidomann

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Posted 02 March 2014 - 11:31 AM

Lol, I just got all expansions released (and then some) for free (So now I have 3 Core sets, 2 adv tool kit and one of each of the others...)... The only thing I have to do is to GM a bit... Information overload... By Sigmar, it's a lot of books and cards... :-)

 

/Tommy

 

If you are interested in selling your extra adv tool kit, let me know :)

 

I'd also be happy to pick up any of the expansions or vaults off anyone!


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#23 Ralzar

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Posted 02 March 2014 - 03:19 PM

But won't the extra cards come in handy for people who want to play the same type of career? Or is that impossible in this game? I haven't gone through the books yet, but I read a review online saying that, at the start of the game, each player gets 3 career cards at random from which they have to choose one? Is it recommended to not have multiple copies of a career in the bunch, or can we simply add the Vault careers to the Core careers?

 

Either way, part of the reason I also bought the Vault is because I like to collect RPG systems, so it's not really a loss or anything (except for my wallet and storage space :P ).

 

If you have three players. Out of all the different choices available, two of them decided to be mercenaries with the same exact actions, it gets boring and redundant. They pretty much fill the same space in the game and have to roleplay really differently to not be completely interchangable characters. The limit on cards and careers is to encourage diversity and interesting party makeup.


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#24 Veruca

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Posted 02 March 2014 - 05:47 PM

I see, excellent advice! So 3 PC's is about the ideal party setup for WFRP? I've begun reading the Player handbook, and I'm really liking what I'm seeing. You can tell that Edge of the Empire evolved from these rules, which I can only be positive about, as EotE is currrently my 'main' RPG. So I'm sure I'll get the hang of WFRP in no time. Can't wait go give this one a test run. I do wish I knew someone personally with some experience in the system, as I find a learn-by-playing approach much more enjoyable than reading by yourself. Ah well, off to read some more. :P



#25 arscott

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Posted 02 March 2014 - 06:18 PM

Three or Four, certainly.  The game is somewhat complicated and fiddly, and with more than four the fiddliness gets out of hand.  Also this game has less implied cohesion than the Star Wars and 40k rpgs.  In Edge of the Empire, you know you're playing a band of outcasts and smugglers trying to get by.  If you were playing Rebels, You'd be using Age of Rebellion.  Likewise, If you're playing Dark Heresy, it says something different about the characters than if you were playing Rogue Trader or Only War.

 

In WFRP, all you know is that you're playing citizens and allies of the Empire.  You could have a Wizard, and Noble, and a Ratcatcher in the same party, drawing it in three different directions.  This is something you can deal with when you have three players, but will become overwhelming if you have six.


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#26 Emirikol

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Posted 02 March 2014 - 06:38 PM

The benefit of WFRP over EotE is that there are special abilities (actions) to the characters beyond talents and it's in a Fantasy Setting.

 

I like the obligations of EotE and I'd like to see that adapted for WFRP by some ambitious fan here.



#27 Ralzar

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Posted 03 March 2014 - 01:34 AM

I usually play with three players and myself as GM. I have played with two players, and that worked fine. Four would probably work fine as well. There is really nothing special about this system that limits players much more than other RPGs. After all, having too many players easily becomes a problem in any RPG. WFRP does have the added problem of a LOT of clutter in the way of cards, sheets tokens etc which would make it a bit more messy.

The core set is designed with equipment for three players and a GM, while the toolkit adds equipment for a fourth player, so I would say 3-4 players is the intended sweetspot.


Edited by Ralzar, 03 March 2014 - 01:35 AM.

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#28 Veruca

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Posted 03 March 2014 - 04:42 AM

The benefit of WFRP over EotE is that there are special abilities (actions) to the characters beyond talents and it's in a Fantasy Setting.

 

I like the obligations of EotE and I'd like to see that adapted for WFRP by some ambitious fan here.

 

I wouldn't really say that Fantasy is a benefit over EotE (unless you prefer Fantasy of Sci-fi, ofcourse), but it is a welcome change from all the blasters and spaceships. :P I'm an overall fan of the custom dice system that FFG has created, and I both like Warhammer and SW... so it's a win-win for me. The only (small) downside to both systems, for me at least, is that I only know a little about both universes. It takes some time to research the world you're playing in, whereas you can create an entire world out of thin air for a game like DnD. Ofcourse, one might argue that you can just drop the Warhammer lore and create your own, but I prefer my games to stay as close as possible to the established lore.

 

The main attraction to WFRP for me, are the components of the game (and its dice system, ofcourse). It's what makes the game unique, in my opinion. I know that the game has received a lot of flak for this, but I consider it one of it's selling points. Naturally, I can only confirm this after having played a game myself. :P

 

Also, I'm not really a fan of Obligation in EotE, so I've decided to drop it (I only used it to limit my payers during character creation and to help them come up with some kind of background). Obligation is something that seems to happen in any RPG, FFG just gave it a name in EotE.

 

By the way, do any of the adventure supplements come with additional rules, options and/or extra lore? Or are they just that: premade adventures?



#29 Keeop

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Posted 03 March 2014 - 11:46 AM

Running Edge with no Obligation sounds like eating a pizza with no cheese. :)

 

Most of the WFRP box adventures contain interesting fluff and options. I enjoy them all for one reason or another. The 4 ruinous boxes are your best bet for rules + fluff + stuff but all of the blue boxes are fantastic as well.



#30 r_b_bergstrom

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Posted 03 March 2014 - 02:51 PM

 

By the way, do any of the adventure supplements come with additional rules, options and/or extra lore? Or are they just that: premade adventures?

 

 

All of the adventures come with extra cards of one sort or another, and generally at least some of them are things the PCs could spend Advances on.


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#31 Veruca

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Posted 04 March 2014 - 03:35 AM

Running Edge with no Obligation sounds like eating a pizza with no cheese. :)

 

Well, I do use some parts of the Obligation, I just skip the mechanics where I have to roll to see if they trigger or not. I just don't think it's logical to have my players maybe stranded on an unknown planet, and suddenly there's Bounty Hunters everywhere because that Obligation was rolled. Plus starting a session with a player suffering strain because of their Obligation, immediately ruins the surprise of that happening later on in the session. FFG's intent is good, but the execution is a bit iffy, in my opinion. :)

 

Anyway, regarding WFRP... is there any scenario that involves Dark Elves by any chance? One of my friends is a huge fan of them, and I'm sure I could do him a favor by having an adventure involving them.


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#32 arscott

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Posted 04 March 2014 - 04:01 AM

Dark Elves appear as the third-act twist in Witch's Song.  I like the adventure, but the dark elves are actually the weakest part of it.

 

The adventure included in Omens of War features Norscan Raiders who worship Khorne, but if you have enough elves in the party, you could probably swap in Dark Elf Corsairs who worship Kaine

 

 

Do you have the monster guide or monster vault*?  That added elves that weren't in the core box.  And Hero's call has Lokhir Fellheart.  Both of which should help you write a dark-elf inclusive adventure of your own.

 

*Also, check the resources section of FFG's website if you're using the vault dark elves.  They cut a card for space, but have posted it online.


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#33 Veruca

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Posted 04 March 2014 - 11:46 AM

*sigh* I just know I'm going to end buying all those adventures. :P

 

Thanks for the help, guys!



#34 GMmL

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Posted 04 March 2014 - 03:51 PM

*sigh* I just know I'm going to end buying all those adventures. :P

 

Thanks for the help, guys!

I went from buying the Core and a couple boxes to the whole, damn line in about a week of research. It happens to the best of us :)


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#35 Twodogz

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Posted 04 March 2014 - 11:41 PM

*sigh* I just know I'm going to end buying all those adventures. :P

 

Thanks for the help, guys!

 

Honestly, no matter what anyone says - it is a great game.

 

Just be prepared to pay through the nose for the experience.


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#36 Ralzar

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Posted 05 March 2014 - 02:06 AM

For WFRP2 I bought most of the supplements, but didn't bother with parts I didn't have any interest in at the moment. Then the line got cancelled when WFRP3 launched. Now I'm stuck with a rpg system with holes. So for WFRP3 I just decided to buy everything. I might not be interested in using everything right away, but one day I might suddenly need rules for something I hadn't considered earlier, and then I'll be annoyed if I didn't have it :)



#37 Veruca

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Posted 05 March 2014 - 03:41 AM

Yeah, it was out of fear that WFRP 3e will run out of stock completely (sooner than later), that I've gone crazy with my intro purchase into the game to begin with. I hate it when I start to get interested in a game, and then find out that the only copies that are left of a certain book sell for more than twice its normal price. Besides, it's not like there are that many products left for me to buy anyway. :D

 

The Gathering Storm

The Edge of Night

The Witch's Song

Black Fire Pass

Hero's Call

The Enemy Within

All the PODs.

 

I'd better do some math and check if I have the funds. :P


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#38 Mental-Mouse

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Posted 05 April 2014 - 05:23 PM

So as not to start a new thread because I have a similar questions...

 

Just grabbed the core for $35 and Witch's Song and was wondering why the Adventurer's Toolkit was so sought after?

Is it just because it is out of print?



#39 k7e9

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Posted 05 April 2014 - 11:55 PM

So as not to start a new thread because I have a similar questions...

 

Just grabbed the core for $35 and Witch's Song and was wondering why the Adventurer's Toolkit was so sought after?

Is it just because it is out of print?

 

It adds some interesting career choices, 10 in total; Ratcatcher, Smuggler, Dockhand, Bailiff, Bounty Hunter, Pit Fighter, Scribe, Sword Master, Wardancer and Ironbreaker.

 

Ironbreaker is also included in the BlackfIre Pass expansion, but the others are unique to the adventurer's toolkit.

 

It also added some actions (including an extra set of basic actions), talents and items, as well as more tokens and a few new party sheets. But the main attraction are the new careers. Early on it was a great expansion, adding new career choices early in the product line, so when I started playing it was great.



#40 Ralzar

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Posted 06 April 2014 - 02:24 AM

The thing is, the Adventurers toolkit should have been part of the core box. It's like they carved 1/4th of the core box out and but it in a separate box. Without the Adventurers Toolkit the core set is a bit thin.






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