Necrozius

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  1. Jericho said: Funny, I often read threads like these but I have yet to encounter the same problems in my group. And my PCs are all rank 4, with 2 dwarfs and 1 human being very powerful. I would personnally suggest you make the encounters more difficult by raising the opponents power level, not by nerfing the cards. There are so many ways that you can do that. Better armour, numbers, ranged attacks, attacks ignoring soak, etc. Characters with 5 strength and Reckless Cleave basically are Conan. 5 Strength is like what, an orc? A Black orc? Try this for once: have them encounter disciplined mercenaries, Str4 To4 WS trained, halberds, plate and chain, thundering blow, improved guarded position. Maybe 4 of them in formation, one always uses improved guarded position each round. At least 2 hit on the same PC. Have 3 crossbowmen standing behind as support if the PCs want to go ranged. I garantee you they will feel the pain. Give your Trolls mail shirts, or two handed axes (troll size, DR 8, CR 2). My two cents. Sorry to full post quote, but this information is so valuable to these recurring discussions that I felt it was worth it. Give armor, weapons and Action Cards to your antagonists. Makes a HUGE difference. Oh and go all out in the first round. Use the A/C/E budget!
  2. I think that it is a terrible idea for a GM to steal away an item that a player purchased as part of his character creation. On the other hand, GIVING the players a cool item or NPC ally and then having it/ them taken away, kidnapped or killed to fuel the story is a GREAT idea, if done right. I think it would be like taking away a Jedi's Lightsaber, removing a Paladin's holy mount or a sorceror's familiar. If the player acquired the item by character creation (IN a LEGIT way), don't take it away after the fact unless they are cool with the idea or it fits the campaign. If you have an issue with a player's character that they just created, or if they BECOME problematic, TELL THEM. Talk with them. Face the issue like adults. Don't be quietly bitter and plan to "punish" him later. That's kind of passive aggressive. Anyway, communication is the key. Don't be THAT guy and let the players create concepts that you find are innapropriate and then try to punish them during the game. I don't think ANYONE wins in that situation.
  3. The Lost and the Damned (the one about Nurgle and Tzeentch is impossible to find) and Tome of Corruption. Lots of great stuff in those books!
  4. Of course I will find it a bit sad once FFG discontinues this system, but I am pleased with what FFG has produced so far. I believe that it is a good baseline for me and my friends to produce adventures for many years to come. If I ever need more fluff, I can find 2nd edition books or dust off my 1st edition tome. I can create my own material thanks to Fan contributions and free software like Strange Eons (or me not being lazy and doing a bit of work in Photoshop). My only hope is that if they make a new edition, they include a "conversion kit" or something for us 3rd ed players. That would be pretty sweet.
  5. Yeah altering a pre-written adventure to be appropriate to power level can be a problem without some serious book-keeping. I would also up the basic difficulty of most in-game tests by an additional Challenge die. If they're so powerful, then I'm sure that they can take it. Also: use those Chaos Stars! Don't go by the default and make them into Banes. I typically add a conditional effect in just about EVERY scene that's appropriate. Whether in a scene that's Social (someone trips over a noble woman's dress or the dwarf FARTS loudly), or exploring (someone steps on a diseased rat which bites back - make a disease 2 check), or combat (your hero stumbles! Add 3 recharge tokens to that Action Card!).
  6. Yepesnopes said: I read a lot in these forums about cinematic this, cinematic that… …I think an RPG is not meant to emulate movies or pc games… Fair enough: but I believe that this is a very subjective topic. In the end, it all boils down to choice in player group style. A good GM should open communication with the players about what style they wish to use. My players prefer to experience dramatic scenes that emulate those from books, movies, comics and sometimes from video games that we like. We find RAW hit point tracking a bit tedious and often anti-climactic, resulting in things like random player death*, villains being killed too quickly, or HP sponge monsters which turn fights into overly long battles of attrition. In short, we prefer the narrativist approach, rather than more traditional number crunching. WFRP 3's elegant solution to that are the Trackers. We love that tool and I try to introduce it as often as possible to keep the flow lively and… well… "cinematic". Different styles, of course. *- regarding random player death: some will argue that this sort of thing is SUPPOSED to happen in RPGs, even ones not as grimdark as WFRP or Dark Heresy. Not saying that is WRONG, it just isn't my group's style. See also: realism.
  7. Yikes. Definitely don't nerf the players. That probably won't go very well. Even though you seem reluctant to do it, I recommend that you scale up the encounters. If you have Hero's Call, use the "heroic" templates to make key NPCs more potent. If that isn't the case, then do this sort of thing: Make the stakes higher by giving the enemy NPCs some good Action Cards. Give them more Agression / Cunning / Expertise dice. Or, more simply, create a pool of general A/C/E dice for each encounter that all of your bad buys can draw from. In the end, though, the important thing is that the players are having fun. If they happen to breeze through that big encounter, but were cheering the whole time and it looked like they enjoyed themselves… who cares, eh? You've succeeded as a GM!
  8. Another way I'm planning on using a Tracker to simulate a cinematic final boss fights: The Sword Duel Make a cross out of the track pieces. The horizontal portion represents a "tug-of-war", representing each participant's successes and gaining the upper hand. As each side scores a "hit", they get to pull the tug of war toward their side (good guy = green, bad guy = red). Having the tracker in your side gives you an advantage (fortune points, a bit of narrative control, etc..) The vertical portion represents changes in location. After both players have each taken an action, move the tracker up. At certain key milestones, the terrain changes. This can represent the fight starting off in the main hall, then the duellists work their way up a staircase, then they're on a balcony, and then they end up on the roof, where the duel ends. Basically, the duel only ends once the characters end up in the final "location". All is going well for the hero if he/she is in the green at that point. If they're in the Red, this means that the villain has the upper hand: gloating over the good guy who;s been disarmed, is flat on his back etc… At that point, I'd allow the hero to take on a permanent critical wound or something to do something awesome and heroic: like pull the villain over the roof's edge but they fall too, or lightning strikes them or whatever. It could work really well either way. The fight in Revenge of the Sith would have needed a cross tracker the size of a swimming pool, LOL.
  9. I've run into this sort of problem way too many times. Similarly, fights that drag on for far too long. My solution? I'll get a ton of FLAK for this, especially from the more "old-school" types among you. This solution is very Story-teller friendly, so if any of you worship RPG Pundit and his ilk, skip this post entirely. Scrap Hit Points. But don't let the players know that. Essentially, I have monsters survive long enough to allow 2 things to happen: 1. The Monster gets to do something horrible and bad to the players; 2. the Players get to do something awesome and effective against the monster. I make sure that when a monster first appears, it gets to succeed (or very nearly succeed) in at least ONE of it's special attacks. If it misses, I narrate the effects on the terrain or environment, so as to make the players go: "oh **** I'm glad we dodged THAT!" It also avoids the whole tedium of that hero scoring an AMAZING COOL hit that sadly brings the monster down to only 1 or 2 HP, kind of robbing the hero of their victory. It may even give a chance to the unfortunate players (with TERRIBLE luck with dice rolls) to contribute. If you don't WANT your carefully crafted villain to die so quickly… then keep them alive a bit longer… or use a tracker to keep track of their life instead of hit points. Advance it depending on the circumstances. Another option is to have your final encounter have 3 phases, just like a video game boss. Not necessarily SHAPE SHIFTING INTO GIANT FORM, but have the encounter set up in different phases triggered when the villain gets "killed" each time. My stress at number crunching, keeping track of health levels and worrying about fights being too quick or too long quickly evaporated as soon as I did these things.
  10. Excellent question. I often wondered about this same topic. It must be a challenge for game developpers to create spell lists for each group seperately that aren't too similar. Not to hijack the thread or anything, but I was wondering something while we're talking about Morrites: Do you think it would be canon-friendly for some clerics of Morr to "voluntarily" remain as ghosts to protect shrines and holy sites? I'm thinking of using this idea for an upcoming game where the Clerics protect a city's vast catacomb by allowing certain deceased monks to voluntarily "stay behind" as ghosts to forever watch over the place. Considering how many european monks did very little else other than praying, chanting, meditating and sleeping, I guess it wouldn't be much of a change in routine LOL…
  11. Any Canadians get theirs yet? It is out of stock on Amazon.ca, and most of the shops here in Ottawa don't carry WFRP 3 material anymore
  12. I was a playtester. Not of the original, core rules, but for just about everything else that came out after the core set. I loved the game then and I love it now. I gave lots of critical feedback (there was some really messy stuff in there), which, thankfully were fixed in the final product. Not everything, I guess, based on the reactions on this forum. My angle on playtesting feedback: I'm a player and GM who hates overly complicated rules and railroading. I love atmosphere and character development. I guess that I wasn't the best choice for a playtester because I don't have a nearly autistic-like obsession over RPGs (rules, mechanics and Lore) like some of the haters seem to have. My friends, who've all played RPGs for the past 15 years (including all editions of WFRP) still feel that this system is the very best we've ever encountered. That may change once we try the Star Wars game, which apparently is a bit more streamlined. Final Comment: I genuinely dislike the anger and vitriol of online communities about these products which are made for our entertainment. Life is too short to be ANGRY about games. I also truly despise internet nerds telling me how I should be having fun. Or that I'm wrong because I have fun with a particular game system. To the OP: you're one of THEM. Those gamers who really comes across as snide and smug because of your personal choice in gaming. Your sense of entitlement makes me want to puke. Merry Christmas!
  13. As a general rule of thumb, it is recommended that you gauge your players' feeling toward such themes. Same way that you'd inform your players that your campaign includes a high risk of character death. Tactfulness. **** is a awkward concept to bring to a game, especially if you have women gamers at your table. Some may argue that all the gratuitous physical violence is okay, so why isn't ****? Mostly because in our daily lives, we don't come across random decapitations and eviscerations. However **** is more common than we'd like to think, so it's best left out of entertainment venues. You can still imply that bad stuff happened in order to keep the "grittyness" level high, though- that whole "walls and veils" thingy.
  14. Eradico Pravus said: No, not really. He's very fair. Plus he knows our party is foolish and inept enough to get into all sorts of trouble all by ourselves! Ah, well then if everyone is on the same page about this method and everyone's cool with it, then hurray! My players would start hating me if I suddenly started to manipulate and punish them out of the blue. If we wanted GM vs. Players, we'd play Descent or Doom instead.
  15. odd said: I don't mean a reskin, I mean a Halfling thug trying to imitate a slayer, not actually be a slayer. Well in that case you have two choices: 1) use the actual Slayer Career (unless you have purists in your group who will be annoyed); 2) Go by the rules and make the halfling take the most combat oriented careers with Menial or Rogue trait. His character tries to imitate the concept, which is a very amusing idea!