Jump to content

DagobahDave

Members
  • Content Count

    2,074
  • Joined

  • Last visited

Everything posted by DagobahDave

  1. This is a really cool resource, Sunatet! If I get some spare time, I'll start putting together those PNG files for you. If someone else is planning on it, just say so. Maybe we could even divide the work and get it done quicker. One little edit you might want to make: On the weather, would it be possible to capitalize the first word? Mild instead of mild, Cold instead of cold, Chilly instead of chilly, Hot instead of hot... you get the idea. It would just look better.
  2. I drew up these blank cards that you might use for action cards, in case you need extras or want to create new ones. They might also work for other games. They're set up as multi-layered PDFs and you'll need Adobe Acrobat Reader 7.0 or later to turn the layers on or off. Hope you find them useful. www.davesgames.net/misc/pdf/blank-cards.pdf
  3. Emirikol said: Way to go Dave. That gives me an idea for a scenario... Oh I didn't really do anything. Sunatet's the one who's doing all the great work in this thread.
  4. If you wanted to add a star sign to each date, there's a listing of them on page 63 of Liber Fanatica IV. Here's a direct link to the PDF: http://www.liberfanatica.net/LF4-Part4.pdf
  5. Neat! The calendar page that NezziR posted looks identical to the one from Tome of Salvation for WFRP2. Just a couple of things I noticed: "Wallentag" should be Wellentag. Morrslieb might be absent from the sky on some nights. "Not visible" would be a nice option. Since you have some extra room, maybe you could include some random weather. If you haven't seen them already, you might want to check out the calendar, Morrslieb and weather handouts at Winds of Chaos: http://www.windsofchaos.com/?page_id=92
  6. Today I almost posted something very similar to Ye Ancient One's sentiment. I love the ideas that have gone into the game. The party mechanics seem really great. I like the DreamBlade-ish dice mechanics. I like the idea of using cards as game aids. I like the idea of stances. It's just not hanging together for me, and the specifics are letting me down. Maybe it's just that the last couple of designer diaries are focused on game elements that I'm less interested in. As ever, I'm going to rely on customer reviews and actual play reports to help me decide if this is a game I want to try.
  7. If I were to use V2's rulebook as my sole guide for the nature of divine magic, I'd have to agree with Cynical Cat. (See WFRP2, page 144: "Since Priests get their spells from their Gods, they run the risk of displeasing some rather powerful beings.") Interestingly enough, the image that Cynical Cat's avatar is taken from is on page 145. I don't know enough about canon to argue either way, but my personal interpretation of the setting is more like macd21's -- that the gods may or may not be real, and that divine magic is powered by the same stuff as color magic, just accessed in a different way.
  8. Sunatet said: Looks normal. I dont know how those advances work, but other than that looks similiar to 2-nd ed. If I may ask, will there be some additional profession cards? With other genders, and races? In case If someone will feel like it's braking his immersion playing with a halfing male with a picture of an elf women on his profession card, or in case some more players had the same profession in the same time ? I don't think many fans would appreciate career cards for every combination of gender and race. What's most important about the career cards are the text and numbers printed on them, not the artwork. However, you could scour the internet for character images, print those out and keep them in front of you, if you wanted a visual reminder. You could probably find something much closer to what you're imagining your character looks like, instead of having to always assume your character looks like the 'High Elf Female Envoy' career card. I think the career cards are supposed to work exactly like the half-page career writeups in V2. We don't expect the artwork on the V2 careers to represent our characters. It's just some Coachman, not necessarily your coachman. You probably won't need to have the career cards in front of you during play. Once you've read the career description on the back, the only time you'll probably need your career card is during character generation and when you're spending experience points. If you wanted to have more than one Coachman in your group, you could probably (very easily) share the card with another player.
  9. Tiacapan said: Frankly it sounded like a bunch of platitudes really, not much in the way of actual information. There are a couple of new bits of info. We've now seen our first Reputation card and our first Critical Hit. Both of those are good to see, and give me a fair idea of what the others might be all about. We have a much more complete list of the components than we had before. This is the first time I've seen or heard of "stance rings", so that's got me wondering what they're good for, and why there are 6 of them.
  10. Good stuff. I'm glad to see the light-handed approach to the rules in the Painful Blow card. That word "may" is magic. Well done.
  11. Ravenheart87 said: Probably somewhere between 20-50 I'm expecting it'll be 10 or fewer.
  12. I'm pretty sure they're softcover. If they were hardcovers, I would've expected them to mention that.
  13. I think the idea for V3's dice system might've started with V2's magic system, which is a dice pool. I'd thought about developing V2's magic system as the system-wide task resolver, and my thought process went like this: I want each 10-sided die rolled in this pool to have a 40% chance of success, so ignore all results of 5-0 (which is very much like a roll-under version of Exalted's system). I want 1s to be the weakest sort of successes, while 4s are the strongest (just like V2's degrees of success, blackjack style). I want doubles and triples to provide certain special effects (which is a classic V1 trick). Since 60% of my D10's sides have no effect, if I create custom dice I can leave those faces blank. That'll same time and confusion, and it'll be easier to spot them if you're rolling a handful. Since the other four faces on my D10 are on a scale of 1okay-2good-3better-4best -- I could just leave the numbers on them. V3 seems to have taken things a few steps further. They have lots of different dice -- with different distributions and different effects. These are capable of providing much more information than just my 1okay-2good-3better-4best scale. They can also better control the distribution of those effects. Because they're using so many dice with so many different effects, you can end up with more than 10 symbols in your set. Somewhere out in the internet I have another one of these monologues that explains my thought process on why cards are a neat idea in RPGs. Matching the dice effects to cards makes a lot of sense. Rather than the whole thing being one big gimmick, it actually works together really elegantly. The dice help the story by giving lots of information beyond simply numbers or 'how well' -- now it helps you tell 'why'. The cards provide a quick-reference so you can match your symbols to the 'how and why' effects. This is no different than using a skill or talent in V2. It's just on a card. The dice just have a different way of telling you how well you did, and suggestions for why it turned out that way. It's actually kinda brilliant. It's gimmicky and expensive. It's a bit excessive, and the game might be fatally flawed in other ways. But the ideas behind the dice system are good ones, and I hope other RPGs pick up on it. You don't need this many dice to get the benefits of using symbols and dice in this way, that's for sure. I have some ideas for custom D12s that will do most of the heavy lifting, and story-influencing D6 with a word printed on each side, but no numbers at all, just Faith, Senses, Material, Time, Fear and Chance. But V3's method might be really fun, though. I'm willing to check it out if only to adapt to something I like better.
  14. Mike the Villain said: Does anyone even know if we will be able to convert old characters to the new system? From the looks of it, you should be able to convert characters, but it won't be a perfect match. But how important is that, really? I see that question asked a lot and I just have to wonder why it's a big deal. Are you planning to take your 2E PCs into 3E? That's going to be problematic no matter what you do, just as when you convert V1 characters to V2 and find that Attacks and skills work totally different in the two games. You can't convert magic users easily at all. Spells won't translate. I mean, you can do it, but it's probably easier to start with new characters when you start a new game. If the GM wants to use adventures from earlier editions, they can prepare NPCs ahead of time. Direct conversion isn't necessary. If you need an NPC Watchman, there's probably a prepared one in the new game. Major NPCs should probably be built 'from scratch' in the new system so that they're consistent with the new PCs.
  15. Probably, since just about any game system can be adapted for just about any setting.
  16. I think they look pretty good. I'm not a big fan of the 'faux tome' look, but I'm guilty of 'faux parchment' so I can't fault anyone for going that route. They do remind me of D&D book covers with the earth tones and centered image.
  17. Diriel said: Tensions are raised rather high for the release of an RPG. If we're not careful, we'll all get 1 point of stress. So cool it! (War of the Beard, grumble, grumble.)
  18. A single Rogue career (encompassing Thief, Rogue, Gambler even) would be keeping with the trend of consolidating and streamlining in V3. It'll probably rob some of the flavor from the careers, but it might give PCs access to a wider range of activities. As always, we won't know if that's better for roleplaying until we see it in action.
  19. Emirikol said: Skullduggery would be a cool skill You're right! I finally watched the video in fullscreen and yeah, the skill is Skullduggery. I only thought to check the video again when I realized there wasn't a Sleight-of-Hand skill on the list. I usually think of Skullduggery as being cunningly devious (so more of a mental skill), but here I'm sure they mean the physical feats of sleight of hand, picking locks and pockets.
  20. Gnutten said: I cant see no rational reasoning behind this new development of WHFRP. I'm afraid WFRP has nothing to do with that.
  21. I'm just guessing at the colors and the use of alternate tracks. Just noticed that you could.
  22. Steerpike said: Moves me closer to the 'No' camp, but I will keep an open mind until it is released and I can get a better look. As for the dice pool, I'm not worried about being able to use them effectively, it's just the sort of thing that strikes me as sort of lame (personal opinion of course) and makes me less likely to want to play a game. Like any of that contributed to the discussion.
  23. I think I understand all of that already. My question is more about what it means if an action "takes longer" because you've rolled an hourglass. Does that mean your action gets resolved before or after another character's action? Does it relate to initiative, or something like that? It almost certainly has an in-game effect like that, as well as a storytelling effect of "it took longer". I'm curious about how "it took longer" is reflected by the rules.
×
×
  • Create New...