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dvang

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Everything posted by dvang

  1. Interestingly enough, as of 8/27/2015 Warhammer Fantasy Roleplay Core Set is "At the Printers" for a reprint. So, while FFG might not be making new products, they haven't completely abandoned the line, so I doubt the forums will be closing.
  2. Not that I saw the screen, but during the GenCon demos the app was purely text/images and the player in charge of the app was the one to verbally relay that information to the rest of the group.
  3. dvang

    Auto thrusters!

    Ah, I see. They FAQ'd the definition of firing arcs. thanks. (Stupid way to rule turrets, IMO, though.) With that ruling then, for only 2 points, this mod seems ridiculously OP.
  4. dvang

    Auto thrusters!

    I'm a bit confused. Why does this mod have any more effect on turreted ships than others? "...if you are beyond range 2 ..." Ok, so if someone is shooting at you at range 3 (or longer). Easy enough to understand. "...or outside the attacker's firing arc..." 1) How is it possible to shoot someone outside of their firing arc? I cannot recall anything that currently lets someone shoot at someone outside their weapon's firing arc. 2) Turret ships have a 360 degree firing arc, so this will also never happen for turreted ships, unless they are firing a secondary weapon which has a limited firing arc ... but then, how could they be shooting that weapon if the defender is outside the weapon's firing arc (see #1)? In essence, as I read this, the only condition that currently applies (unless/until someone gets a way to shoot outside their weapon's firing arc) is when you are getting shot at from range 3+.
  5. Having watched several demos of this game at GenCon ... * You can play easy mode, which allows you unlimited pausing, so can essentially be an untimed game. * The app does a number of things: It determines the order of events for the players to resolve. It also has an agenda that it chooses, which then alters what the aliens do and where the aliens appear. In essence, it is almost like the game has a brain/AI that the players are playing against. I don't think this can be easily (or satisfactorily) replicated by a card deck. I also think this will greatly increase the replayability of the game. I thought it looked and played great at GenCon, and I am greatly looking forward to picking this up ... even though I am not a fan of time-based games (like Space Alert).
  6. Honestly, it just seems like the enemies the PCs faced just weren't properly designed to be a significant obstacle. Consider that at Rank 4, the PCs' foes should generally be whole armies and/or Greater Daemons. A small group of essentially normal humans, therefore, won't be much of a challenge for Rank 3 PCs, without some significant modification to them. Generally, at rank 3, the PCs would be delving into the dark depths of the Empire, rooting out and facing significant threats like Vampires, Lesser Daemons, groups of Trolls, Giants, etc. If you want humans to be a challenge, you need way more, or you need to tweak the humans. Make sure to give NPC humans (especially bosses) their own Action cards, ones ranked up properly. They should have extra Training dice. IF need be, actually make the NPCs using the rules for PCs. 4 rank 3 PCs vs 2 rank 3 NPCs and some extra minions, should be a decent battle.
  7. So, here's my list ... based on a large number of plays .. mostly with 4 players. Note that although I've ordered them, some of them are actually pretty even with other investigators. Really, the difference between most of the investigators is pretty small. I've really split the investigators into 3 groups ... really good, ok, and relatively weak. 1. Lily - We've never had a game where she wasn't anything other than awesome. It doesn't take long or much for her to quickly be able to do everything, often maxing out most if not all her stats. Obviously, turn 1 she wants to go to Sydney. After that, she can kill stuff as she heads to other cities to up her other stats, or to an investigator with Feed the Mind. 2. Akachi - Good rounded investigator for closing gates as well as picking up clues 3. Silas - Extra movement and good stats helps him do everything. 4. Jacqueline - Passing clues helps immensely, as well as getting a clue every time someone gets a non-common condition. 5. Diana - She can be a combat monster when set up properly. 6. Trish - She's a good investigator. Her ability to always have a clue can come in very handy, she starts as a decent combat character. Her high Observation helps immensely with rumors (especially combined with her clue ability). Really, her only downside is her low lore, making dealing with gates difficult. 7. Lola - While her ability to shift her skills around can be useful ... you need to know ahead of time what you are going to do ... and you still need to spend the time to get stat increases. That takes time you don't normally have, and other than her influence the rest of her stats are mediocre. 8. Charlie - Great at what he does ... equipping the rest of the investigators. Useful for larger groups, but he's pretty weak himself. Both his abilities though, are useful for others. His ability to give an action can be HUGE if done at the right time. 9. Norman - He's a good spellcaster, and his ability to spend sanity instead of clues can be very important. 10. Jim - He's kind of bland, honestly. Although he's fairly balanced, his abilities are fairly mediocre. Extra sanity recovery is helpful, but not major. His reroll can be handy, but it is only once per turn and only during combat, so is pretty limited. 11. Leo - He's very inconsistent. Wilderness spaces generally don't have much going on, so his ability is of moderate usefulness. If few or no allies get pulled (which happens fairly often) his other ability is useless too. Overall, he's fairly weak. 12. Mark - Very limited. He's decent, once he gets equipped with weapons, at killing stuff, and that's about it. His starting gear is pretty weak (he really should start with a rifle or something). His damaging ability is of very limited use, to weaken just a few monsters that he might have trouble killing in a single round of combat. It also damages himself, and there are plenty of spells, items, and artifacts that do the exact same thing as this ability ... and also do not hurt the user. Not being able to be delayed and detained can be useful, but it is pretty random (a lot are voluntary).
  8. Re: #6. WFRP is intended, when using the henchmen rules, to give life to EPIC and HEROIC scene-stealing actions. Legolas and Gimli at Helms Deep as the most notable example. Scenes where the heroes are literally wading through scores of enemies. So, IMO, yes, one arrow CAN kill 3 henchmen. It was an amazing shot that went through 3 of them. Or, perhaps the shot hit one, knocking that one into the other two and taking them off the edge of the cliff, wall, etc. and killing the other two as well. Or, perhaps the arrow killed the first henchman, causing that henchman's sword to stab sideways into another henchman, causing a domino effect, etc. There are many story-plausible ways to explain it happening, that feel EPIC to the players. That is the primary intent behind henchmen in the first place.
  9. Channel Power is a spell because it has the spell icon. It is/can be part of the spellcasting process. A spell is more than just the effects, it is the whole process. Sorry to say, its still technically a no-go, because it doesn't have the trait required to use it in beast form. You can look at it like this: While maintaining themselves in beastform, it is more difficult for amber wizards to both see and harness the Winds of Power. The beastform itself, being a continual use of power, disrupts and perhaps even absorbs some of the wind. Perhaps its simply a matter of a beast not having the natural capacity to manipulate/harness the Winds. Regardless, while in the form of a beast, an amber wizard is not able to properly channel.
  10. Yes, they can train it. They just have to spend an extra point to acquire it, as they don't automatically acquire it for free, unlike their wizard counterparts (that get spellcraft free).
  11. Well, that's the result of your particular GM and how they handle influence, rather than the game. For example, influencing a target might cause a hostile person to be more amenable to you. You might be able to influence them enough to speak with you, whereas before they wouldn't give you the time of day or might spit on you in passing. Often, certain NPCs (or groups of NPCs, such as a mob) might have a tracker. Successful influence will push the tracker in your favor more/faster. Perhaps, say, a local judge is deciding whether the PCs will be jailed, fined, or let free with just a warning for some act that they were caught doing (breaking and entering, for example). A Fellowship test might shift the track a little, perhaps even to avoid execution or jail time. A PC using an action that successfully influences the judge would influence the judge even more, perhaps convincing the judge that the PCs are trustworthy enough to get let go with a warning. There are many reasons that Fellowship-based characters are useful, and actions that Influence can be even more important at times. It does, however, depend on your GM and the type game that they are running.
  12. Personally, I've never run the Empire as misogynist. Women are pretty much able to do anything a man can do ... in the Empire. Personally, in my world, the primary issue is racism. Elves most especially, dwarves and halflings to a lesser extent. Its generally a bit mitigated in cities, but outside of larger cities and in the countryside (with a few exceptions) it runs fairly rampant. Distrust and dislike abound. Fertile grounds for Witchhunters to go about their work unhindered. I see no reason, though, for the Empire to restrict capable women. There are plenty of examples of women in power, from mages to priests to nobles to warriors. That said, in general in my world most women don't find the majority of "male-dominated" careers appealing. Soldiering is dirty sweaty physical labor, with dangerous conditions and harsh discipline. It appeals more towards the male mindset than the female. Women aren't forbidden to be a soldier, its just that more men than women become soldiers. So, as long as the woman in question is physically and mentally capable of enduring the trials to become a knight of an order, I myself see no reason to treat her any differently than a man in the same position.
  13. The astromech slot is used to give the Y-wing the ability to have PTL.
  14. Some of my favorites ... - What part of "elves are rare and feared/distrusted by the common citizens of the Empire", which I clearly explained before you made your elf character, don't you understand? No, the townsfolk aren't going to rally around you... - No, that shopkeeper is not going to give the stuff on his shelves to you for free. I don't care how well you rolled. - No, there is no post office or express mail service, only hired couriers. You can't just mail a letter to someone halfway across the Empire and then expect a reply within a couple days. - No, you cannot invent a revolver or semi-automatic firearm. I don't care if you CAN explain to me in technical detail how it works. Is your character an engineer or a dwarf? He isn't? Too bad. - I don't care if you are a priest, breaking and entering is against the law, and you will be arrested if caught. - No, you cannot carry those 5 weapons as well as a full suit of plate armor, and a backpack, and miscellaneous gear. Your strength is only a 3...
  15. I know it is some time away, but I'm heading to GenCon this year. I'll talk to Jay Little and other FFG folks when I'm there to try to get some teaser tidbits if nothing is heard by then.
  16. As a GM, from a strictly RP-wise viewpoint, I would heartily frown on a player attempting to bounce back and forth between two careers. By "frown upon", I mean I probably wouldn't let them unless they had a REALLY good RP reason for their CHARACTER to want to do so, but also how they accomplish it. Just saying. You're the GM. There is no reason to allow min-maxing if it doesn't make sense. The rules for WRFP are fairly loose for a reason: To allow the GM to tailor the story how they want.
  17. Keep in mind, as well, that ranged weapons with the RELOAD trait require the use of a maneuver or else suffer from additional challenge dice. If the PC is close to passing out, they also might not have the maneuver available. Lastly, many GMs rule that it requires a maneuver per opponent the PC is engaged with in order to disengage. Therefore, there might be times when a PC is unwilling or unable to disengage.
  18. Correct. You do not lose anything purchased, although potentially a character might lose access to talents/etc if they cannot slot the cards.
  19. It depends on what the card says. Some mysteries (but generally Rumors) say to "spend a clue token", in which case clue tokens in your inventory work. If the card says something like "when you acquire the clue token, an investigator may place it on the card", requires the investigator to successfully acquire a NEW clue token from a research card. Neither one, however, is an action in and of itself.
  20. It also makes the assets that allow the Rest action to heal an additional Health/Sanity to be doubly efficient for her.
  21. First, I must preface this with the fact that WFRP is designed to be flexible and for the GM to tell a story. Thus, the GM is "always right", in the fact that he is allowed, per the rules, to alter or modify just about anything and everything to fit the story his is telling. Now, it is also possible that the GM is misunderstanding the rules presented in the rulebooks, rather that the changes being a deliberate house rule. 1.) Yes, the minimum damage on a hit is 1 wound. However, piercing attacks ignore soak. Skeletons simply ignore criticals. Piercing attacks have nothing to do with skeletons (unless they are wearing armor!). It sounds like the GM is applying a D&D penalty for 'piercing' weapons to skeletons. It is not something in the WFRP rules, but might be an intentional affect/house rule the GM wishes to use. 2) No, you do not gain any skills for free when you go into them after creation. A character who manages to transition from one career into, say, an Apprentice Wizard, will need to spend XP to learn Channeling and Spellcraft in order to cast spells. 3) Yes and no. The default is 1d (purple) for combat. However, the rules do specifically mention that combat the GM could run combat as opposed tests, which essentially work as you described. 4) No, there is no stacking of armor soak values. Shields (not considered armor) will stack, and there might be other sources of soak that might stack. Personally, most characters won't be strong enough to be able to wear two suits of armor, while carrying weapons and other gear. 5) 5a) "Engaged" range is 'close enough to whisper'. It is possible, but highly unlikely, to be engaged with an ally but not engaged with an opponent who is engaged with that same ally. Essentially, "Engagement" areas will be created during combat, and generally if you engage with one character in an engagement, you engage with all characters in that engagement. 5b) There are no 'Attacks of Opportunity' in WFRP. The mention in the rulebook has been explained merely as a fluff reason why a character *must* spend a maneuver to disengage from opponents. It is not an actual attack, though. Again, it seems like your GM is getting confused or using rules from D&D. 5c) You engage everyone in the engagement, generally. To give an example, in a tight space you might only be able to fight single-file. Thus, you might only be able to 'engage' someone to your front and to your back. In this particular instance, then yes, you could be engaged with the ally in front of you, but not engaged with an opponent in front of them, since you have no ability to attack them in melee (and vice versa). 6) No such rule. FP are used to add a white die to a roll, or potentially to trigger effects (such as BYF). However, it also sounds like your GM is misunderstanding how the party cards works. Party cards do not contain actual FP, and cannot be used. The Pool is used to allocate 'points', for things like good roleplaying, and when the number of points equals the number of players, each player receives a FP. Before then, those tokens are not usable as FP by anyone. 8) Yes. FP can be spent after you have rolled other dice. You only have 3 FP ever at a time, and they recover fairly slowly. 9) Diseases and insanities and corruption are somewhat advanced topics, so your GM might be avoiding them. 10) Yes. 11) There is a limit. You can only train a skill once for every character Rank. So, 0-9 XP skills are limited to 1 rank of training (1 yellow die), 10-19 xp the limit increases to 2 ranks in a skill, etc. Again, it might just be your GM misunderstanding the rules. 12) Pretty much, yes. 13) You spend an 11th XP to get the dedication bonus. 14) No. Only if the action has a test of "VS" something, does it have a default difficulty. 15) No. Only if the action has a test of "VS" something, does it have a default difficulty. Otherwise, the only difficulty is based on the icons printed on the card itself. Some spells/cards will show black squares or purple gems indicating that they have an increased difficulty. Otherwise, if neither "vs" nor an icon is present, the difficulty is 0. 16) Probably, yes. In general, the 'active' player (usually the PC) is the one who actually rolls. You compare the relevant stats/skills. The difficulty is determined by the difference between the two. Active character > twice opponent = 0d (purple) Active character > opponent = 1d (purple) Active character == opponent = 2d (purple) Opponent > active character = 3d (purple) opponent twice or more active character = 4d (purple)
  22. 1) Keep in mind that metal armor, especially platemail, is HEAVY. S4 character will have a difficult time wearing plate and carrying a sword/shield or two-handed weapon. If your wizard is S3 or less, you can pretty much forget about wearing plate as you won't be able to move with it on without being encumbered. 2) There is nothing technically stopping wizards from wearing armor per the rules. Armor interferes with casting magic. "Socially", however, armor is frowned upon by the wizardly orders. Yes, even those orders that are 'front-line' fighting types. First of all, keep in mind just how much the colleges of magic go about seeking people with the talent for magic, and what they do to those that cannot control their gifts. Wearing armor essentially means that your magic is now always unpredictable. the Empire and the Colleges *hate* unpredictable magic. They stamp it, and anyone out of control, out of existence. Secondly, wizards of the Imperial Colleges of magic are elitists and purists. They are *all* about the magic. It consumes them and their thoughts. Therefore, any protection should, naturally, come from manipulating the Winds of Magic. Especially since to use other armor is to handicap yourself. You would be ostracized, and likely rebuked, if you should wear "common" armor.
  23. It all comes down to the GM's perrogative. He can coup-de-grace and just kill a character in that situation. Or, he can roll to hit. Or, he can just assign a critical each round for each opponent still attacking them, etc. I'm sure there are other choices. Once a character is unconscious, it is up to the GM what happens to the character in the story after that. A smart opponent might "stick a sword in the unconscious guy's head", making it an immediate kill. Animals (or zombies) might simply chew on whatever they can reach, which might be clothing instead of flesh. It does make sense, if you are unconscious due to stress/fatigue, that you are further away from death, than someone who is unconscious due to blood loss/wounds. So, it should require opponents to do more physical damage to kill you. That said, because the character is unconscious, it is also easier to do more wounds. - For example, feel free to give NPCs additional damage, additional skill dice, negate armor or Toughness, etc. Whatever seems appropriate to you as the GM. That is the wonderfulness of WFRP, the flexibility that it gives the GM to craft the story.
  24. Actually, it doesn't have to be. It can easily be used in 1v1 or 1v many situations. It is simply a means to portray social 'combat' for characters who are concerned about such things. For example, you can also use the mechanic in a competitive test of intimidation, with "shame" being a level of "Fear". Etc. While the easiest situation to use it is as a Duel of Wits in front of peers, it isn't the only way to use the mechanics.
  25. And you (the GM) make the process last for many many hours while it happens "off-screen", and the PCs miss their appointment with the important NPC, or they are stuck at the inn 'healing' while the goblin warband that they were supposed to stop went and rampaged through the village, or the bad guys acquired the artifact that the group was trying to get. Etc. The GM has many tools at his disposal, and is in charge of the story.
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