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About Jericho

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    Montréal, QC, Canada
  1. I'm all for simple. I use the number of completed careers +1 (basically, your rank is the number of PC sheets you have if you have completed all careers), every time you get a new career sheet, you go up one rank. Each session is worth one EP. Whatever he length. We play 4 hours, typically. I number the sessions, ie. Next session is session 55. That means at the end of next session, all PCS will have 55 EPs on their sheets. Simple.
  2. I find these threads about encounter difficulty interesting, because as a very experienced GM, I started gaming in 1985, I really don't have issues with that problem at all. I do think beginning GMs need all the help they can get so they can avoid a TPK event that could ruin their game and even disgust new players from the game altogether, but for WFRP, this help isn't really about numbers that much. Of course, learning to compare S, T, Wounds and Soak, as well as Damage output helps a lot. Taking the time to evaluate how much damage per round the Ogre mercenary will likely deal to the party's strongest fighter (and weakest) makes the threat level much more obvious and guides the GM. But this basic mathematical evaluation will only help avoid TPK or undesired PC deaths, it won't tell you how to make an encounter thrilling, challenging but not too deadly, which is the hallmark of memorable encounters. So here's my two cents to starting GMs: Start by creating the encounter in your head as you would story points. Imagine how you would like it to play out, dramatically speaking. Which PC will probably shine during this encounter? Is there a time limit to this encounter, something to retrieve or a person to save before the enemies flee or do something terrible? Are there NPCS in the vincinity of the encounter that could be involved either to hinder or help the PCs? What is the layout and what game effects could this layout have? How brave, organized and determined are the opposition? Once you have the story of the encounter, you need to draw a quick map, jot down the game effects of the layout, and think about defining enemy stats. Here's the veteran GMs' trick: to run a thrilling encounter, you need the right ingredients, but you don't need to throw them in all at once. Example: The PCs have broken into a corrupt burgher's mansion, they know the man is a cultist, possibly a powerful one. You know he's a beginner, but has good bodyguards. There are also a lot of servants and such in the house. The encounter will develop in the house, room to room fighting with the burgher retreating to his strong room at the third floor where he will sound a bell to alert neighbours and town watch. Here are the tools you will use to make the encounter interesting and thrilling for all players and make sure it is so. Encounter starts with an infiltration, PCs must sneak in the domain, silence night watch servants. You planned that they would jump a wall, pick lock a door and silence an old maid. Veteran GM trick if it they do all that too easily: add a second locked door with servants in a room chatting, or one of the bodyguards seducing a servant directly in the path of the PCs. IE.: you add one more hurdle on the fly and make it slightly harder to overcome than the first. If the infiltration scene is too hard, here' the trick: If you walk around the house you will find a ladder leaning on a neighbours house that can help climb the wall. Or if you have good Guile players in your group, have the night door man of the domain be a gullible old fart who thinks the PCs are the doctor come to see the sick stable hand. Then do the same with the rest of the scene, every element of a scene can be scaled up or down on the go to make sure the session is enjoyable. Respect your player's successes, if they overcome an obstacle easily by being clever or rolling an incredible hand, don't add more of that kind of obstacle. Only add more if you realize you didn't properly evaluate the difficulty of the obstacle and the pcs just went through it like a breeze. For combat, same thing, you can add waves of attackers, you can decide that the last dude is wearing half-plate, you can have reinforcements "on the way", that stresses the pcs and you get to make these reinforcements arrive when you want. As long as you give a dramatic, interesting and logical encounter for the players to interact with, they won't mind that you tweek some fine points on the fly. Oh, and oh, last veteran GM trick, never tell your players what you are doing behind that screen, never. They might suspect, but it's none of their business. They will quickly learn to forget about the very existence of this screen and they will only be concerned with the story. Story, story, characters, story. That's what makes the game so memorable.
  3. I think the perks system is not a bad idea in a store environment where you are in fact offering a demo of games available for sale. It makes you a salesman in a way, but I see no wrong here. Personally, I play with my friends since high school, and we have a great group of mature players. I GM and buy all the stuff, but they buy me beer and everyone's happy.
  4. Awesome, i like it.. yeah the main thing I am looking for is large dragons not auto hitting every time for deathblows. Because WFRP is gritty, dragons are treated realistically. The whole idea that large monsters will miss small creatures is completely ludicrous. How much difficulty would a tiger have attacking a person? None at all. Can the person run away? Never. A tiger wants to eat you, you better either well armed and armoured and hope to strike the telling blow first, or else you're dead meat. A mouse can outrun a human just because it is extremely fast for its size, and it is expert at using cover. Put a mouse in an empty room and the human will always capture it in the end. A human he size of a mouse would be as vulnerable as a kitten. Not fast enough, not good enough at hiding. Dead meat. My point is that action scenes as presented in LOTR movies or other action films is high fantasy heroism that has no link whatsoever with real physics and real life. WFRP is designed to seem lifelike more than heroic. It's a mechanic, not perfect, but still pretty good at representing gritty "realistic" combat. Think Saving Private Ryan more than LOTR. If you still want to play the agile hero against the lumbering giant, previous posters have suggested to add purple or black dice per size difference. It seems to me the better option. You can decide on the fly the level of added difficulty you want to give the dragon. Maybe the dragon is old and slow and deserves 2 added purple, or is young and quick and only deserves 2 blacks. Keep in mind that purple dice equals much more chaos stars... Can make the monster look ridiculous as it blunders around fumbling and hurting itself all the time.
  5. I agree with previous posters that said that the game is designed to be gritty. But this said, you should encourage your players to buy Improved defences and use the Guarded position action more often. It does make quite a difference. Lastly, as in real life, the real game changer on the battlefield is armour. Be as armoured as you can, it is the only real protection you have against large monsters.
  6. They definitely do!! My players are all rank 5 now and they are heroic indeed. The yellow dice really make a difference, as do the improved defence cards and also, more actions means more combos with things like Riposte, coup de grace, Etc. Mages have tones of high powered spells. No really, I need to give them real opposition to make them sweat now. But this being Warhammer, it's not too hard.
  7. Not really, no. If it's an opposed roll or a competitive one, then yes, but a roll against a flat difficulty could be a manoeuvre. Personally, I rule that actions are the narrative spotlight to your turn, it's the main action you're doing, storywise. You could spend a turn only doing manoeuvres, which means you are temporarily "out of the drama". Actions have a dramatic impact on the story, or the potential to have one. Haggling during story mode is a manoeuvre, haggling to obtain a crucial item, while your limited resources might not make the item available if you fail your roll is definitely an Action. As a GM, use of perform a stunt by a player indicates that the player considers his attempt as important to the story and worthy of proper care and description. A manoeuvre roll is just a technical use of the mechanics to do a mundane action.
  8. I've been GMing a rank 2 group into its rank 4. These PCs have a ton of action cards. While I agree that some combat cards are definitely powerful, I haven't felt the need to nerf anything. There are enough powerful cards for every PC to have one, and a powerful card used by an unskilled character isn't this powerful at all! You need the successes, comets and boons to deliver the awesomeness. As PCs become more powerful, the challenge of encounters must also go up. That's all. If your PCs beat up a tribe of goblins fairly easily (which also means you are playing the goblins stupid), then it is a show of their experience and grit! But when you become a hero, you need to achieve heroic feats to make a story out of it. My two cents.
  9. 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.
  10. Yepesnopes said: I think it may work if you find combats not lethal enough. Bear in mind though that low To characters (characters with To 3 - 4) will easely feint from critical wounds. Then, you may need to rethink some action cards, those like the basic attack from Beastmen will be killers to your party. Cheers, Yepes You are right. It is deadly for low To characters. I'll play test it and adjust the difficulty of the check. I could go with 1 purple + 1 Misfortune per Critical suffered in total. Or maybe lessen the effect of a failure. Knocked out and 1 Wound per round for X rounds where X equals total Severity of Criticals suffered?
  11. Hello everyone! Here's a simple houserule for people who want to give more punch to Criticals. I am one of these people that regretted the V1 and V2 explosive die damage rules (Ulric's Fury in V2). So here's the deal: When any character suffers one or more criticals, he must immediately make a Resilience check. The difficulty of this check is 1 Purple for each Critical suffered IN THIS ATTACK ONLY + 1 Misfortune per critical suffered earlier. If the check fails, the character falls unconscious and suffers one Wound at his beginning of turn phase from here onwards until First aid is received or his Wound total exceeds his Wound threshold. (If Wounds exceed the Wound threshold, convert one Wound to a Crit as usual.) If the check succeeds, the character can keep on fighting normally. This houserule does make combat more lethal, especially for "henchmen" or non-combatants. What I like though is that it doesn't kill you outright. You are just felled and out of combat. So what do you think?
  12. I don't know what is the tone of your campaign but I suspect dark humour is part of it… In your place, I would try to make the scene devolve into a slapstick humour pursuit scene with the Witch Hunters pursuing the Mutant, and the other PCs pursuing the WHs pursuing the Mutant, and Lord Frederick's hounds pursuing for the sake of pursuing, and Lord Frederick trying to pursue as well, but being quite out of shape about it. In the end, I would use this comic relief scene to give some action to my players and also to point out that mutants in a city will cause instant ruckus if revealed. If the mutant player gets it right, he'll know that the next time around, it might be a tragic scene and not a comic one…
  13. Beren Eoath said: In WFRP there are to many Taletns (when players will use max 3 of them), That doesn't prove true in my game. 6 PCs, all rank 4. All have multiple talents. Talents can be socketed by using a manoeuvre. So you can have different talents for different situations. While I agree that the number of components can be overwhelming if you don't tame the beast, for our game, things are spiffy. The only rule I don't use is the recharge for NPCs action cards. I do space the uses and get inspiration from the recharge value, but I wing it. Since NPCs share action cards, it rarely happens that the same NPC will want to use the same card twice in a row. As I said, I just wing those recharge values. I use 12 sided dice to record NPC normal wounds. Faster than Wound cards. Aside from that, we are pretty much RAW. The abundance of cards suits me well since they are just ideas on how to adjudicate special signature moves that a character should be good at. When characters do Perform a Stunts, which they do, I have to come up with something mechanically. Having to do this once in a while is ok. Having to this every time someone acts is mind numbing. In regular RPGs, the same mechanic will be used for every check. It easy because it is streamlined, always the same. But by experience, I would say that it often becomes stale in the long run. Especially combat rules. Especially in WFRP v1 and v2. Having all these cards to choose from makes it easy for the GM to surprise the players with something new every encounter. That really spices up the game! And speaking of spices, I think the real failure of WFRP v3 is that the rules don't teach you well enough HOW to deal with all these possibilities. They do tell you to choose what you want, and that the GM can basically do anything in the end. But they don't WALK you through the process of building encounters. The result: all these people stressed out because creature actions aren't clearly tagged to creatures. The rules do say that these traits are suggestions and show the action was initially designed for a certain wide type of creature, but you can use them for anyone! THe rules also say that! Use the Dragon breath for a Dwarf flamethrower. Etc. Etc. My point is that WFRP v3 is a nightmare for control freaks and statisticians. But for people with more of a "just wing it" attitude, it offers a huge toolbox of stuff that can or may not be used to enhance a game. As I said earlier, this game works fine for me and my v1 grognards. We love it. We think it still works at rank 4. It does have traces of work in progress design and isn't completely clean (traits, for example). But in game, all this really doesn't matter at all. As GM, I just give NPCs any card I feel will be dramatically interesting and logical for this character. That is why I want more cards !
  14. I agree. My group is rank 4 and very resourceful. These baddies are epic level and very flavorful. Very useful for high level campaigns.
  15. You should post these questions in the Rules questions section of the forum.
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