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sudden real

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Everything posted by sudden real

  1. PrinceLucifer said: It also means that during a career I can't really go for something... For example by choosing to be a slayer I would expect to be able to train my primary skill (this being weapons skill) to the limits, as this is basically what I do whole day. But as I only have 10 XPs per career, and I need 10 XPs to advance in rank... Having said that it gets me back to the point where different careers are not different at all... Everyone can train whatever he/she wants basically, bringing them all to the same level. Not so good in my opinion... btw. Thanks for the clarification on the dice Lucifer It was the same in V2. You could only learn each skill once, so if you want from a career that didn't have Dodge to the Slayer career, you could only learn Dodge once (even if he dodged all day). Remember they can't train whatever they want, only the skills available on the career card. Everything else costs an extra advance.
  2. I was thinking about this too, but what when someone switches career? A Giant Slayer will still be able to pick "his" cards, but an ex-Wardancer won't.
  3. Cardinal Fang said: The Warhammer Fantasy Roleplay Rulebook Page 50 first sentence of the second column. "Note that action cards do not acquire any recharge tokens if the check to preform the action failed - recharge tokens are only placed on the card after it is successfully used. " However, Boons and Banes are still resolved, even if the action fails (FAQ page 2 Actions: Banes & Boons), as long as they don't depend on the action being successful. Meaning, if your action fails, you do not put any recharge tokens on it, but if a Boon grants you a Free Manoeuvre, you still get it.
  4. Soak stops damage. The total damage is calculated as follows: Strenght or Agility (depends if you use a melee attack or a ranged attack) + the Damage Rating of the weapon used + any additional effects on cards - the target's Toughness - the target's Soak value - any additional effects on cards. So if a PC with Strength 3 and wielding a hand weapon, rolls 3 successes on a basic Melee Strike, and hits an Ungor with a Toughness of 4 and a Soak of 1, his damage would be 3 (Str) + 5 (DR) + 2 (card) - 4 (T) - 1 (S) = 5. Hope this clears it up.
  5. Jay said in the interview he did for Hammerzeit that the system was designed for WFRP only and that 40K will keep it's own system.
  6. Ekek said: There are bunch of good ideas here. However, it sounds like a bunch of situational, off the cuff rules and modifiers. Welcome to Warhammer, where each new situation requires an off the cuff modifier.
  7. The chances of WHQ coming back in the past were slim to none as IIRC a misshap destroyed all the original files of WHQ. But I'm sure there are a lot of smart people employed by FFG who are able to rebuild a better version of WHQ (and hopefully a better balanced one as the old one was pretty broken on higher lvls).
  8. Jaysin1414 said: sudden real said: There was someone who made an automatic loot table on the interwebs. One click of a button, and you could see what the bad guys had with them, ranging from crappy stuff to less crappy stuff (with some interesting things that could lead to new adventures). But unfortunately, it seems to be gone so I'm hoping someone will find the time to make something similar again. There's a random table here if folks want loot, WFRP-style : http://www.windsofchaos.com/wp-content/uploads/encroachment/html/generator-random-treasure-01.html Thanks, that's the one I was talking about. I was afraid it was gone forever, but I'm glad to see it just moved.
  9. There was someone who made an automatic loot table on the interwebs. One click of a button, and you could see what the bad guys had with them, ranging from crappy stuff to less crappy stuff (with some interesting things that could lead to new adventures). But unfortunately, it seems to be gone so I'm hoping someone will find the time to make something similar again.
  10. Second review on icv2, and this time it's a real one: www.icv2.com/articles/news/16385.html
  11. As posted by Ynnen in another thread (about this very same thing): ynnen said: There are only 152 action cards in the core set. The component list on the back of the overwrap sleeve indicates 154 action cards, which is incorrect. The space for those 2 cards was used to create an additional party sheet so there are actually 5 party sheets in the core set rather than 4 as listed on the outer sleeve.
  12. Callidon said: ffgfan said: - A Book About Religion in the Old World - A Book About Wizards in the Old World Those two are included in the core set if I remember correctly. He means more careers and spells. But anyway, I hope they'll bring out a box on another region of the Empire (along with new careers), and of course Halflings (even if it was only to reduce the rat population in Altdorf).
  13. Loswaith said: -snip since it was already quoted and it's a lot of text- Maybe a house rule that you can't use any actions that have a recharge cost on the first turn of combat?
  14. Every bit of information that I can recall, seems to place v3 on the eve of the Storm of Chaos. It hasn't happened yet, but there's something in the air that doesn't promise a lot of good. For me that seems to be the best setting. Chaos Cults are stirring, "paving the way" for something big, Beastmen beginning to raid more often, slavers from Norsca who attack the coast more to take workers for the machines of war, bandits who move south because of the "cold wind blowing from the north"... Wether Kislev falls or not of course depends on you, but the threat is something I can work with.
  15. Hellebore said: @Necrozius, if they wanted to have the cooldown reflect the effort, they could have done many things other than simply 'it takes X many rounds to use power again'. For example, I previously mentioned a fatigue cost of these abilities. If your character can only sustain 6 fatigue and the ability costs 3 fatigue, then it can only be used twice before resting (or even less if you suffer fatigue from other areas). Another idea would be the number of rounds required to make the attack again is =current fatigue level (afaik you gain Fatigue as you go), thus the more tired a character is the longer it takes for them to psyche themselves up for the next big hit . These create a similar game balancing effect (that is, a 'cooldown/x times a day' mechanic) that also blend into the story in a logical manner. This is what I think is the problem with a lot of rules these days in RPGs, they favour abstraction over simulation, despite the fact that you can achieve similar results in both and simulation has the added bonus of working within the story as well. So to me, it is simply the most logical to have rules that reflect the story and work as game mechanics, you shouldn't have to sacrifice one for the other. Especially in an RPG. Hellebore If you use fatigue instead of the recharge cost, you'll really be able to use an action only once per encounter. You use Action A for 2 fatigue, then Action B for 3 fatigue, and that's it, you can't use any actions with fatigue again or you'd pass out. If you want an explanation for the recharge system, use your fatigue system. The actions are tiring enough not to use them every time, but not so you're exerted too much (i.e. gain fatigue). So you don't gain fatigue for using them, but they're a bit too tricky to do them too much in a row. As for the names, it's better than Attack With Weapon, Attack With Two Weapons and Attack With Weapon But From A Different Angle.
  16. dvang said: My question then is, does that mean a +1 critical (or "inflicts a critical") on a boon mean the target, despite the action failing, suffers a critical/Wound? Similarly, a +3 damage on a boon effect, does that mean the target suffers 3 damage? (not that it really matters, since T and soak will usually prevent it from doing any actual Wounds). Same for inflicting the weapon CR without succeeding on the attack action. Does that inflict a single Wound? Remember, pg 59. Minimum Wounds are 1, and the rules say that if the damage inflicted is 0 or less, any critical wound results instead inflict a number of normal Wounds equal to the total number of critical damage effects generated. I'd say the effect of the boon is added to the damage, but if you fail to do damage, the extra damage is wasted. You have to hit before you start damage calculation, so if you don't hit, you skip the damage.
  17. Parzival said: On the other hand it is quite possible that these cards will encourage creative role playing (rather then stiffle it). I mean is spamming cards A,B & C worse then, say, "spamming" strike mighty blow,/dodge/ parry in combat, or Intimidate and charm in social encounters? By Jove! You got it! It was said in earlier threads that most combat in V2 had become repetitive (heck, even on the boards of V2 people were complaining that once they had 2 attacks, no one used manouver and/or all out attack), but no one wanted to acknowledge this. I think the main reason why people don't like the cards (of those that still don't like them of course) is because now they have a physical reminder that they use the same thing over and over. Of course, spamming the same thing won't be the case here. I like the recharge time. This forces (from what I've read this is the only thing that "forces" the player to do anything) the player to use a different skill every other round, making things more interesting. Now you just use the strongest attack because "there's nothing in the rules that prevent it". Sure, people will look for the best "combo" or "rotation", but I'm sure a good GM will find something to mess up that rotation midway (not to mention, they can "mess" it up themselves by removing recharge counters). And besides? What's wrong with doing a Troll-Feller Strike as your opening move and finishing it with a Double Strike? Bottom line is, I like the "special moves". They really give the player the chance of being able to act like the stars in movies (I was gonna say heroes, but then you'd think I meant heroic) and gives them the opportunity to do some crazy stuff. And for all the persons who say they already do that in V2, after all the modifiers you get for that little stunt, you still roll a Basic Attack. Now you have the chance it'll have a different result than just normal damage.
  18. I hope the extra basic cards in the Adventure's Toolkit (along with the extra player case), will be a standard feature with each supplement. It only would make sense, as several people already said their gaming group consists of 4-5 players (and in some cases even 7-8).
  19. Only thing we know at the moment is that they are working on a campaign with the CODENAME Project Thunderbolt (this is the CODENAME, NOT the acutal name, it will change later). But for the rest, I'm sure they'll start with the adventure contests again next year.
  20. keltheos said: I typically replace my FFG game chits (wounds/gold/etc) in their boardgame products with dice of a similar color. Haven't people complained that there are already more than enough dice? Seriously, think I'll steal your idea though (and pose it as my own).
  21. NezziR said: Even the best of intentions can go horribly wrong Lesson learned. Indeed, but I don't think this went wrong. It's all too easy to forget the true meaning of today and just enjoy the day off from work. Thanks for reminding us. edit: actually now that I think of it, your quote may have become the unintended intention of this day. After France, England and Germany signed the peace treaty, France and England set up the proto-type of the UN (without Germany because they had lost the war). Because of the severe penalties in the treaty (it stated that Germany started the war, even though it was an escalation of French-German tensions but as they say, the victors write history, Germany had to pay a huge debt, and they weren't allowed to expand their industry, leaving the country in a shattered state), this became one of the reasons why WW2 started. The proto-type UN was taken by surprise (since they had no contact with Germany) and fell apart. After WW2 they created the UN (and included Germany this time) and decided to be more diplomatic and humane about their treaties.
  22. NezziR said: While this is an American holiday, I would like to extend my gratitude to veteran's of all nations. If that's the case, you guys stole it from us. November 11th, 1918 was officially the end of WW I. That day the treaty between France, England and Germany was signed in a train wagon (at 11 o'clock I believe). It was seen not just as the end of WW I but also as the end of all wars. So, for one day, let us join those leaders who signed it in thinking this naive notion that there will never be a war again...
  23. Wood Elves think High Elves are a bunch of arrogant yuppies, and High Elves think Wood Elves are a bunch of arrogant hippies. The rest just think both are arrogant...
  24. The way I see it, you don't get to keep your Wound and Crit cards, but have to give them back right after the combat (after noting your crits on your sheet of course). Letting the player keep these cards would be stupid, because they're probably long time conditionals (not resolved in a few turns), but also, if one player has a certain Crit, it means that, as long as he has the card, no other player can have it (so, if one character has broken his arm, no one else ever can until that arm is healed).
  25. The way I see it, we already had Henchmen rules in v2. It was just always spelled out in the adventure: "when the attackers get low on health, they decide the fight isn't worth it and run". Now, when a group of henchmen run out of health, instead of just dropping dead, they turn and run.
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