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#1 Umgrimm

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Posted 19 January 2013 - 04:58 AM

i have got some questions about the rules after reading the corerulebook which i cant figure out.

Talent cards focus: Serene: when using willpower checks to recover stress you may recover one additional stress. What willpower check are we talking about here? I cant find any check that does that.

Skill specialization: when a check must be made on a specialized skill can only the ones with the specialazation do this? or only the one with the corresponding groupskill trained?

Also it says one of the benefits of completing a carreer u get specializations. How many specializations are we talking about here? specializations where you have trained the groupskill or one in each carreer skill?

Is there a list of which checks can be made with specializations? I find it somewhat difficult to figure out what checks can be made with so many specialisations (or even more if you come up with things yourself).

Weapons: start weapon is mentioned as a light crossbow. What are the stats? I can only find crossbow on the weapon ref. sheet. Also a bow is mentioned but i can see only a longbow and a shortbow. Is there a bigger list somewhere to get idea's from?

Weapons and gear: do they last forever? I was thinking weapons need to be taken care of (fixed) just like gear before it is permanly damaged and cant be used anymore. In this way services are make more sence (skill blacksmith?or leatherworking where can those be put in?).

Why are some skills advanced skills? Those are not advances of basic skills…. or are they? I would say if you have first aid trained for instance you may now take advance medicine for just one cost… But not all advanced skills are followups of basic skills (at least i cant see relation between them).

Actions: on many action cards is mentiond support, social or teamwork, social or reaction, social. Can everyone get the action cards with teamwork, support and reaction? And who can use judgement? The traits dont seem to fit with carreer traits….

page 60 rulebook: in the example in the rulebook there is an elve who pulls his bow with free manoeuvre. And the prepares it with another manoeuvre because it is said on the actioncard accurate shot. I cant find the text on it that says prepare before shoothing. Or do i missread something?

Are there more advanced actions beyond rank 2 coming? since you can level up higher then rank 2…..

Opposed and unopposed checks. tekst in rulebook is confusing me (page 58 point 4.) It says GM must see what it is and then there is something about defence points and then there is something about opposed and unopposed but i cant see relation. Seems that something isnt in the right tekstual position. When is unopposed and when opposed (in battle?)

Economics and social checks: eg. buying gear. Do you do this often? Can u give some examples of bargening/dealing? And some more detailed examples of some social skillchecks? there isnt that much in the rulebook and since i dont know when to use whcih precise social skill i find this the most difficult aspect of the game. But i like to put more then enough in it feels so more realistic then only fighting.

this are some guestions i can come up with now perhaps someone can awnser some?

thanks



#2 Emirikol

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Posted 19 January 2013 - 05:21 AM

Talent cards focus: Serene: when using willpower checks to recover stress you may recover one additional stress. What willpower check are we talking about here? I cant find any check that does that.

* Recovery of stress sometimes involves a willpower check.  Make sure you download the Living Index and Errata from the support page.  That will answer a lot of your questions.

 

Skill specialization: when a check must be made on a specialized skill can only the ones with the specialazation do this? or only the one with the corresponding groupskill trained?

* There are no "skill specialization checks."  Only the main skill is tested.  The specialization gives a bonus white die.

 

Also it says one of the benefits of completing a carreer u get specializations. How many specializations are we talking about here? specializations where you have trained the groupskill or one in each carreer skill?

*  Each skill that was trained before the career completion get's a free specialization.  

 

Is there a list of which checks can be made with specializations? I find it somewhat difficult to figure out what checks can be made with so many specialisations (or even more if you come up with things yourself).

*  There are no "specialization checks."  They simply add to the main skill in particular circumstances.

 

Weapons: start weapon is mentioned as a light crossbow. What are the stats? I can only find crossbow on the weapon ref. sheet. Also a bow is mentioned but i can see only a longbow and a shortbow. Is there a bigger list somewhere to get idea's from?

* Cross off "light".  This is clarified in the errata.

 

Weapons and gear: do they last forever? I was thinking weapons need to be taken care of (fixed) just like gear before it is permanly damaged and cant be used anymore. In this way services are make more sence (skill blacksmith?or leatherworking where can those be put in?).

*Yes, they last forever unless they gain the "damaged" condition.

 

Why are some skills advanced skills? Those are not advances of basic skills…. or are they? I would say if you have first aid trained for instance you may now take advance medicine for just one cost… But not all advanced skills are followups of basic skills (at least i cant see relation between them).

* Some skills are advanced because they are harder to learn/obtain.  They are not specializations.

 

Actions: on many action cards is mentiond support, social or teamwork, social or reaction, social. Can everyone get the action cards with teamwork, support and reaction? And who can use judgement? The traits dont seem to fit with carreer traits….

* You can take any combo.  Only spellcasters can take spell cards though.

* The traits are just general guidelines, but they do no limit who can take them (unless otherwise specified)>

 

page 60 rulebook: in the example in the rulebook there is an elve who pulls his bow with free manoeuvre. And the prepares it with another manoeuvre because it is said on the actioncard accurate shot. I cant find the text on it that says prepare before shoothing. Or do i missread something?

* Prepare just gives you a bonus white die otherwise it's just a regular shot.

 

Are there more advanced actions beyond rank 2 coming? since you can level up higher then rank 2…..

*  Yes.  There are many in the other boxed sets.  There are also a lot in the Players Guide hardcover.

 

Opposed and unopposed checks. tekst in rulebook is confusing me (page 58 point 4.) It says GM must see what it is and then there is something about defence points and then there is something about opposed and unopposed but i cant see relation. Seems that something isnt in the right textual position. When is unopposed and when opposed (in battle?)

* Skip that section.  There are no opposed checks in battle.

 

 

Economics and social checks: eg. buying gear. Do you do this often? Can u give some examples of bargening/dealing? And some more detailed examples of some social skillchecks? there isnt that much in the rulebook and since i dont know when to use whcih precise social skill i find this the most difficult aspect of the game. But i like to put more then enough in it feels so more realistic then only fighting.

*  Again, this is just a guideline for people that want to play it out.  Normally, our group just goes to the market and spends their money and we get to the actual game ;)

* We use HAGGLE when the party is out of money or when they want to get paid more to do a job.  "Hey Mr. Mayor, we want more money to go negotiate that peace between Farmer Joe's gang and those Elves."  GM:  Ok, make a haggle check with 1 purple opposed.

 

 Hope this helps.

 

Jay H



#3 Umgrimm

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Posted 19 January 2013 - 06:56 AM

:) thank you so much. I will download the errata and the living guide.

I forgot one thing i am not that sure about. Insanity. Can you tell me if i am correct?

(page 67) When you need to draw a Insanity Card, you place it open on the table when it match the situation.

When you have to draw again and the card also match the situation you place that card also on the table and add a token to it.

a third time you draw and matches again, you place the new open and add 2 tokens?

 

When strained you have to draw till it matches. When there is already a card open you still draw till one matches and add 1 token. Thereafter you put tokens on the second card ? when fatigue or stress is suffered. When you have to draw again you take a thirth card and add one token and for every stress and fatigue after you place another token on it?

 

Getting rid of Insanity:

WP check (i presume with misfortune dice for stress level) (challenge die?). If you roll succes equal or higher then the number of tokens on it it is removed and back to the deck. Otherwise it is permanent (page 67). Recovering from insanity is the check to get rid of permanent insanities (page 68)?

One check can be made every month (playtime) one for one severity (so if severity is 3 you need to make 3 checks and takes 3 months?at least). When do you succeed the test? WP plus misfortune and when succes you have recoverd one severity?

Am i on the right track or not?

thanks beforehand

 



#4 Emirikol

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Posted 19 January 2013 - 10:45 AM

Yes, that is correct.  I've made it my goal this season to have more insanity in our party (because we've played out being mutated to death, death by disease, shamed-by-a-small-blonde-girl-who-thinks-that-non-mutants-are-evil-monsters, permanent severe wounds, and simply being torn apart story-wise by Fimir when a player has chosen to start a different character ;)

 

jh



#5 Umgrimm

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Posted 19 January 2013 - 09:31 PM

thanks i saw some things in errata about Insanity also. But i still find it a bit tricky. I like the insanity cause then it isnt all about hitting hard and getting fatiqued. You have to mind more things that way :) I dont have deseases and shame expansions. Just beginning with the corebook and gathering storm. What i like is more storylines crossing eachother so that players say hey but… o wait. And are perhaps mistaken or tricked into things they shouldnt have done when they knew who's behind them.

 

Cheers



#6 Emirikol

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Posted 20 January 2013 - 05:14 AM

Great that you're using the insanity rules.  Make sure you let your players know that there are fates worse than death :)

 

jh






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