cronevald

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  1. I will also speak up for Gathering Storm. It's a great adventure to fit in between the core box intro and Edge of Night as it's set close by. I'm not sure why it gets such a bad rep. One change I made was to make the main villain less of a mustache twirler and (let's see if I can do this without spoilers) more of someone who'd tried to do something beyond his capabilities only to have things get horribly out of hand and then try to cover up his mistakes. The change worked very well though I can't take credit for it. I'm pretty sure it was posted on these forums a very long time ago but I'm not sure by whom. And the scenario has some great moments. My players still have nightmares about the second half of Chapter 2.
  2. Hero's Call has distinct characteristics for all the regions of the Empire but not other parts of the world (Bretonnia, Araby), etc. It also has a few new types of Dwarfs, plus Halflings and Ogres.
  3. Not quite. A lot of outlets ran with a headline without reading the actual study being referenced. http://www.missedinhistory.com/blog/raining-on-your-parade-about-those-women-viking-warriors/ (Edit - Which I see your link actually alludes to. Sorry, I've seen the uncorrected article so many times this week I assumed your's was the same. Apologies.)
  4. I'll agree that many of the standups in Signs of Faith were a bit cryptic. I could have these wrong but here's what I've inferred by trying to match them up with the pictures in the books, Signs of Faith (SoF) and Liber Infectus (IF). Many of these seem to be character stands for the various religions and NPCs or monsters. I think only 3 (4, 5, and 7) are directly related to the Horror of Hugeldal. 1. Priestess of Ranald (SoF, p. 41) 2. Priestess of Myrmidia (SoF, p. 19) 3. Sorceror (or some other servant) of Nurgle (this one's a mystery, I can't find a match for it offhand, though I'd swear I've seen a larger version somewhere) 4. Agnetha Von Jungfreud (IF, p. 38) 5. Doktor Verfullen (IF, p. 43) 6. some sort of Exalted Champion or Chaos Warrior of Nurgle (IF, p. 21) 7. Cavalcade cultists (IF, p. 44) 8. Priest of Ulric (SoF, p. 45) 9. Priest of Taal (SoF, p. 43) 10. Priest of Manaan (SoF, p. 36) Hope that helps. And I'll agree with thePREdigger about mixing and matching stands as need be, especially when some (like the Cavalcade cultists) are such dead giveaways.
  5. This thread is doing an excellent job of showing why a good number of people who play and enjoy WFRP3 don't bother to post on this forum.
  6. I thought there was mention of a flood wall along the docks in some of the various descriptions of Averheim. I could be wrong though. Nice piece. It's not quite what I had in my head, but it's got a good Old world feel a reminds me a bit of Tony Ackland/1st ed art with the soft pencil tones.
  7. From the FAQ, page 2 (emphasis added): http://www.fantasyflightgames.com/ffg_content/wfrp/support/FAQ-9-2011/WFRP_FAQ_9-8-11.pdf Actions: Default Challenge Level Unless indicated otherwise, the default challenge level for Melee Attack and Ranged Attack actions is Easy (1d). Unless indicated otherwise, the default difficulty for other actions, such as casting a spell or invoking a blessing, is Simple (0d). The GM is still the final arbiter of a task’s challenge level, and may adjust these to suit the story and the particular task at hand.
  8. This in a nutshell. Cards and tokens are easily assimilated in with the rest. It's the little rules that are spread through various books that are my main pet peeve (well, that and the absence of a simple baseline list of default creature actions). A simple rules summary card or two, the same size as the party card, would be a welcome addition to each supplement.
  9. If you've got the time, I'd say try running some simple combats by your self with a couple of characters and a couple of adversaries. Maybe grab some of the sample characters from the "Day Late, Shilling Short adventure on the WFRP support page and set them up against a couple of beastmen and see what happens. Without knowing more it may be hard to give decent advice. http://www.fantasyflightgames.com/ffg_content/wfrp/WFRP-download-promo/wfrp_day_late_shilling_short.pdf
  10. Combat can be really fun, dynamic, and cinematic in this edition. Is there a specific thing that's giving you trouble or is it just everything at once?
  11. We don't use many house rules in my group, but I would likely allow a player to count that as a matching trait when there's a clear connection between the careers.
  12. I think the answer you're looking for is a short time after the Battlefleet Gothic boxed game came out, the idea being, of course, to sell Space Marine ships. Remember, sales trumps background every time.
  13. Sorry, I didn't mean to sound so judgmental. There are a lot of things you can do to change the set up and gameplay. My suggestion for Sinnara, or any new group, would be not worry about that so much and just see what does or does not work first.
  14. Is Dark Heresy younger than WFRP3? I thought it was the other way around. (Put me firmly in the camp of not wanting or thinking we need a new edition of WFRP3 yet. I think this one's still got a lot of play left in it, and I haven't found any major issue with the mechanics or the supplements. I will readily concede that financial concerns will likely be the main reason we do see a new edition in the future, I just hope that day's a long ways off.)
  15. As do I, and I really don't find it that messy once you've played a few games. To each their own, but I would not want to play using the setup in the video above. It saves space but misses some of the nuance that comes from being able to quickly look around the table and see the current state of each character.