Before I give anymore advice I should state that I am by NO MEANS anykind of WFRP3e expert. There are many, MANY others here that are FAR more experienced and knowledgable about the game, the rules, and the various products released for it, than I am.
Having said that, I will try to answer your questions as best I can without creating any further confusion.
Let's take your questions one by one:
"i thought it was a good ide to get at least the creature fault since all creatures hace cards that way and easy to play?" - The creature vault IS a good purchase and a VERY cool addition to the game. The best advice I can give regarding the creature vault is - by the time you get your group through the Day Late and a Shilling Short demo campaign AND get them through the Eye For an Eye campaign from the Core Set, you as GM and your group as players will have a better understanding for not only the game and it's mechanics, but for the various supplements available for it. At this time you and your players can decide "what to do next". If your group feels like their characters have enough diversity, and you as GM feel you have enough "tools" in your bag of tricks that you can pull out when you say to yourself "how can I negatively affect that player's rank 1 character for deciding to poke the sleeping Bloodthirster in the eye with his finger instead of trying to sneak past it?" ---- AND --- You as GM want to create your own full campaigns from scratch, then the Creature Vault isn't a bad purchase. ---- For me personally (everyone has a different thought on this I am certain), while I throughly enjoyed the game through the demo campaign and the Core Set campaign, by the time we finished these I was wanting to offer my players additional "challenges" and to give their characters additional depth and diversity. Adding the "bad stuff" that comes with the additional rules like disease, corruption, mutation, severe wounds (these are very different than "critical" wounds. Severe wounds are things like losing a leg, or becoming blind, or permanently disfigured.) I thought the additional "bad stuff" would be a better choice, at that time in our game, than the Creature Vault. I should also mention that the additional rules helped me as a GM to create better adventures and found it easier to come up with ideas that "link" the pre-written campaigns together. Lastly, the "fluff" that comes with these supplements helped/helps my players to better understand the world they are adventuring in, offering a much more colorful and detailed environment.
"The preset dventures and campaign i mentioned are good? You advice to get the winds of magic and other boxes with new rules etc. Why those and not adventures first?you more into the game." You absolutely could, but I would refer you to the answer to your first question. Same reasons would apply here.
"Also i still dont know what is maximum level of a character?" Good question. I don't think there are any. The rules I have seen show them going through rank 10.
"how it works in relation to adventures and campaigns." At the end of a session (3, 4, 5 hours or more??) the GM assigns "experience points" to each character. These area given out EVENLY ! Each player gets the SAME number of experience points. The number is determined by the GM but 1 or 2 is typical. If it was a VERY long session or the players did REALLY well and made several advancements than 3 experience points isn't unfair. If I am not mistaken a general "un official" rule is about 3 experience points for an average length campaign. My players had 5 experience points by the time they had finished A Day Late and a Shilling Short AND Eye for an Eye. Players can assign these experience points to "advances" for their characters and after 10 "advances" they can go up in "rank" if they want to. Using these rough figures means that for a player to exceed rank 10 it would still take YEARS to get there, and that is if your group gets together EVERY WEEK,…. for YEARS!! So I wouldn't worry too much about the rules for exceeding rank 10.
"Can i bring my character from one adventure to another when it has eg level 4?" You can take and do anything you want with your character,… GM approval of course,….
"How does it work with npc attackers?" Not really sure what you mean??
"If there are no time and spaces how works movement then?" There is DEFINETLY movement !! LOT'S of it ! Movement is one aspect of the game that MANY GM's and groups make "house rules" for. You will need to read the Core Set rulebook for the details, suffice to say you DO NOT stand still.
Hope this helps ?!?
Buy Core Set
Read ALL books in Core Set - twice
Go to http://www.recklessdice.com and listen to the first 6 or 7 episodes completely.
Come back to forums to fill in any little holes you might still have.
Chop heads off Orcs and spit in necks,…. enjoy!!