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Everything posted by cogollo
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Concern - WFRP & Gaming Conventions
cogollo replied to Spinachcat's topic in Warhammer Fantasy Roleplay
The problem with sharing resources in a campaign would be exacerbated, but in a convention, where you play just one or two scenarios, I think the discomfort of sharing some of the cards should be overcome by the fact that you are able to present the game to more than 3 players. So, the core set comes with material to play with 3 players without having to share cards among them, but obviously that does not mean that you cannot play with more than 3 players. -
phobiandarkmoon said: Yeah, my problem is that I agree with the philosophy expressed in the video (i.e. that roleplaying should be about storytelling and narrative stuff, not extensive mechanical stuff a la D&D) but I'm unconvinced as of yet that they've pulled this off in execution I can understand a bit your doubts (expressed by many others in the forums). My case, after having played D&D4, I also would not like to have the same experience for WFRP... That's the reason I think some of the changes they have made, specially the one where they abstract the combat distances will help a lot in avoiding too much mechanics creeping into the game... On the other hand, I am a bit fearful of the action cards. I have seen D&D4 powers destroy most of the RPG during a combat and I hope the action cards in WFRP3 won't be as obtrusive... The dice pool should be a way to inspire extra RPG during combat, as now it should be very simple for someone to explain what they want to achieve and the GM immediately adding bonuses/penalties to the roll just by adding some dice to the pool... I think this will be a main positive point to having more RPG interaction in combats.
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Redcrow said: Something I found somewhat amusing about the video is how in one instance the narrators are describing the Old World as a Dark 'n Grim place while the video shows the rainbow colored dice and brightly painted cards. Here I must agree a bit with you. The colors of the dice are a bit disappointing and I hope FFG will produce some versions of nastier looking dice... I had the same feeling when I bought Chaos in the Old World, so I went to a dice store (I was at Essen Games Fair) and bought a set of dice for each God in the game, with matching colors (that was 20 dice of 4 different types, but now my game looks even more awesome; I specially like the purple dice I bought for Slaanesh)... for WFRP3, at least for the moment, it will be difficult to do the same thing as the dice are not standard. So, I think it's a pity that you have such nice art in the cards and books and then the dice look too glossy... FFG, please consider the dice of your games also when designing them as they do influence the mood of the game... And I repeat here that I would love, and pay extra, to get a "Collector's WFRP3 dice" with a grimmier design... Nurgle's dice should not be sticky, though, no need to make them too real...
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Combat Training 103 >> Putting it All Together
cogollo replied to ynnen's topic in WFRP Archived Announcements
commoner said: Right, I'm familiar with the rhetoric about Ulric's Fury from other posts about the dice. If you have ever played a game with dice pools, you'd know, they are slower than simple roll below. You have to not only count the dice up, you have to count them down. Grab two percentile dice and throw them (or even easier, roll 1d20) and see if it's equal or below target number is a heck of a lot faster. Warhammer adds additional complexity by having to not count six or so of the same dice, but a number of dice from different ranges. Sure, that's not huge, but it is still slower than grabbing 5d10. You now have to count out fixed sets of : Characteristic dice, skill dice, talent modification dice, conservative/reckless dice, additional fortune dice, additional misfortune dice, and challenge dice. In addition 2e does not allow a Parry on ever attack and happens on average 1 roll per player per combat. It takes no time at all to roll I hit, you parry. Ulric's Fury is also a fair example of added complexity, but may I remind you that only happens on a 1 out of 10 rolls. Yellow dice permit the roll of two extra dice each time the hammer + comes up. So before you can even begin to really compare dice, you have to roll additional dice. That will happen 1 in 6 times...but advances to 1 in 3 then half the time and can happen multiple times in a single roll. You also do not have to simply count one stream of successes (i.e. dice rolled over 6) you have to count a stream of successes, a stream of failures, then cancel successes, then do this again for a second stream of successes and failures (i.e. through the counting of the boon banes). Finally you also have star and comet. These then have to be referenced to a weapon to find out its critical value, to an action card to see the effect, and any other secondary conditional effects (i.e. 2 banes) must also be referenced. That's actually how many steps there are to the single roll. After all that is done the damage still must be calculate, cards must be dealt, Critical's must be flipped and any other secondary conditional effect must happen. 2e happened flat: Roll to hit (parry if applicable), roll damage, score damage. There are an obscene number of less steps involved in 2e rather than 3e. Again, I love the dice and though it will take longer, I accept the fact that the narrative impact they could have far out way the sluggish nature of a combat. I'm not saying it'll take longer as if it's a bad thing, I'm just stating upfront that it's a fact. The lost time is made up for their powerful storytelling techniques. I also agree that the misfortune/challenge are a better way of gauging difficulty (since they have a physical representation) rather than having to keep track of modifiers. What you say in your post is right, but not entirely so... What I mean is that, in theory, rolling 1d100 (or 1d20) and comparing it to a success number seems to be very fast... In practice, though, it does not play so fast, because 80-90% of the time you have to change that success number, and there will be extra time involved in calculating the whole thing. My opinion is that adding black and white dice to the pool will be much quicker because you will only need to think "Hey, I am fighting against two guys, numbers are against me, add one black die to the pool, and the floor is slick with the blood of the battle, add another black die, etc.".... In a regular RPG with no dice pools you have to think the same and add the bonuses/penalties plus, in some groups, they will want to know exactly the bonus/penalty so they will have to look at them in the book... Add to that the fact that, in the this simple example, as a GM I can decide that if there comes a skull face up I'll make the player roll an Agility check to see if they lose their balance, which in D&D or WFRP2 is hard to implement unless if you want to do a critical fumble or you need to add an extra roll. Also, you say "roll to hit (plus possible parry-dodge), roll damage, score damage" as if those three actions are almost instantaneous, but that's not so. Every roll has the player searching plus getting the dice, thinking a bit on what he needs, concentrating to roll low or high (most of us think this helps sway the Winds of Luck to our side) then rolling... you need to do this ritual up to 3 times while with the dice pool you only need 1 roll and the time between rolls also counts without adding any valuable decision to your play... What I want to say with this is that, in my opinion, the time needed will be approximately the same, only that with a dice pool there is a higher percentage of the time spent in making interesting tactical/roleplay decision about your action, at least that has been my experience with Descent's dice pool. Finally, I agree with what you say in your last paragraph, except that, as I said before, I think the time needed won't be much more than in WFRP2, probably it will be the same. -
Combat Training 103 >> Putting it All Together
cogollo replied to ynnen's topic in WFRP Archived Announcements
ragnar63 said: Actually I suspect the dice pool in combat will be quicker. Once you get used to the system, putting together and then interpreting the die rolls will be quicker than rolling to hit, rolling to parry or dodge, and rolling your damage. That does not even include all the extra rolls if you get an Ulrics Fury or a critical. Even more so if you are facing more than one opponent. Suddenly the excellent percentile system doesn't look so fast does it? Because this is new to most of us, the dice pool may look more long winded, but I suspect once you get used to it, it will be very fast., and I loved both V1 & 2 and the percentile system. You said what about the -30%, but under the dice pool you could represent that with 1 fortune dice and 4 misfortune dice, if you want to, which gives a much larger bunch of possible results than a strict -30%, I agree with your comment here. And this is exactly what happens in Descent. The same roll is telling you whether you hit and how much damage you do. You then add some extra damage from your skills/abilities and reduce it by the victim's armour and you are done. Plus they added the very elegant mechanic of adding Fortune (white) or Misfortune (black) dice to the pool to take into account things that help you in your check or increase the difficulty of the check... I think this mechanic will also save a lot of time as you will no longer have to remember all the modifiers you need to apply to the roll and calculate them... I always loved Maths and usually have no problem adding several modifiers (well, with D&D my mind sometimes explodes) but I know many players that need a lot of time to process all that information: most of our brains work much better by connecting symbols and results than connecting numbers with results. -
Emirikol said: Elf in Altdorf: Fairly safe (could be victimized by racists) Elf in Countryside: Fairly safe (could be victimized by racists) Elf in Reikwald: ??? Elf in Laurleorn Forest: ??? Elf in Athel Loren: ??? I like what you imply in this part of your post... In my campaigns I have always tried to portray bigotry and racism in the behaviour of the Old Worlders... sadly, you have too many examples in our own world of silly people behaving in a racist and/or bigot way, so no lack of examples to draw from. I would say that Humans and Dwarfs should not be able to walk around Elf controlled forests without a high risk of being beaten and thrown/kicked out of the forest... And about the Elves in their forests, I guess they'll have the usual threats to cope with: Mutants, Beastmen, corruption of their forests through Dark Magic. Realms of Sorcery has some nice ideas on how to do campaigns for Elves. I specially like two themes: 1. One is using the Waystones and Leylines (page 41 of Realms of Sorcery) to cause some trouble: maybe a Beastman Lord or a corrupted Elf want to use them to power some big Dark Magic ritual. 2. The other one revolves about High Magic, Qhaysh and Dark Magic (page 37 of Realms of Sorcery). What would happen if a High Elf decides to use Dark Magic to power his spells? Would he become a Dark Elf like Aenario (page 19 of Realms of Sorcery)?... This is another interesting aspect of Warhammer that has not seen much development, the relationships between Dark and High Elves... maybe we'll get to see them in some future WFRP3 expansion?
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I proposed a solution in a previous post: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=149&efcid=3&efidt=210870 Of course, because the stats only vary from 2-5 the difference, as Kryyst comments at the end of the post, won't be big. Also, looking at the dice available in the pool, it seems that having a skill trained will be much more important than having 1 point more or less in the corresponding stat.
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Will FFG publish this demo adventure as a free PDF after the Emperor's Decree event?
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Well, it is true that if you have great expectations about something you run a big risk of being disappointed. I prefer to be optimistic about the game. I'm certain it's going to bring a lot of fresh air to the RPG world and many people are going to get into this great hobby through this game. Also, the game has so many revolutionary mechanics that it is going to inspire many other RPGs in the future. Still, I am also certain that I won't like everything I see. When a developer creates a game he has to make compromises (I have designed a couple games for my friends so I know what I'm talking about). This means that you cannot satisfy everyone. Some people will say the game is too simple, others will say the game is too complex... some will say the game is too grim, others will say it's too much high fantasy... and so on with almost any aspect of the game. Add to that that people who play RPGs are a strange gamer breed and they tend to be more active with the game rules than normal boardgamers, so they always have some rule to add or some rule they don't like, and at some point they act as if the rules and the setting were their property... but this is also the beauty of RPGs: you are expected to adapt the rules to your taste and to use the rules to inspire your adventures and stories and you are expected to make them part of yourself after spending so much energy and time creating stories in the setting... A quick example: I recently tried and bought Chaos in the Old World (at Essen Fair; by the way, one of the best tactical games I've ever played; kudos to the designer, Mr. Lang). When I went to play that game, I did not have in mind changing any rule, but just trying the game and seeing how it worked out. With an RPG it's always different, because it's a simulation of some world (fantasy, horror, sci-fi, you name it) and we all have different views on what is important to simulate realistically and what can be made abstract without losing the suspension of disbelief... So, to sum up, I wouldn't judge an RPG only on the percentage of rules that I will use as such; I will judge an RPG on its capacity to stimulate my imagination and inspire interesting and fun adventures/stories and whether it makes me take meaningful decisions or not... And, in my opinion, after reading the developer's diary and watching the videos, I'm convinced this game is going to be an important RPG landmark.
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Great start of the weekend!
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Interesting Inverview with Chris Pramas
cogollo replied to player769046's topic in Warhammer Fantasy Roleplay
Erik Bauer said: That sentence perfectly resumes the "Lack of Respect" me and other V1-V2 fans are throwing at FFG. Let's read the whole interview now... so, the vitriole again... Myself, I tend to believe that FFG has probably tried to keep the spirit of WFRP intact, and nothing in the designer's diaries or in the videos of Jay Little is proving any lack of respect whatsoever, but just a honest try of adding some revolutionary mechanics to a great RPG system. And, on top of that, I am very happy with most of the previews published so far and I am a v1-v2 fan of WFRP. -
Corbon said: cogollo said: Beginner Level; "I'm Too Young to Die" (for the first RtL campaign): At the beginning of the campaign, the Overlord does not get 15XP to spend. Also, Sir Alric Farrow does not start on the board (he still costs 0XP to the OL, so it will be easy to recruit). And that if Alric Farrow is free then that is the same as starting him on the board as he can be bought on week one (no other upgrade can be bought anyway with only 1XP at that stage) and immediately placed then moved... I think OL upgrades are bought after the Lieutenants are given orders...
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Antistone said: cogollo said: Intermediate Level; ...The OL initially gets 15XP to spend but he cannot spend these points in Treachery or Lieutenants. You are aware that the normal rules stipulate that starting XP can only be spent on avatar upgrades, right? Antistone said: cogollo said: Intermediate Level; ...The OL initially gets 15XP to spend but he cannot spend these points in Treachery or Lieutenants. You are aware that the normal rules stipulate that starting XP can only be spent on avatar upgrades, right? Yes, good point. Seems a bit superfluous what I said here... anyway, the idea of the post is to use difficulty levels in the game, specially for newbie players.
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Road to Legend is an amazing addition to the Descent series. I've been running two RtL campaigns in which I have clearly crushed the Heroes. Everybody is enjoying the game a lot but, after so clear OL victories, many players were complaining about the balance of the campaign. One thing I have realized after my two first campaigns is that in RtL, as in other complex games, the balance is also a question of experience (if not more than the game design) and, whereas the OL has a relatively easier time to come back if he makes early mistakes, the Heroes don't have such advantage in RtL. That means that early mistakes in the campaign will probably spell doom for the Heroes later on... But this is a problem of the Heroes' experience, not of the game design... With this in mind, I remembered the difficulty levels of the game Doom and thought they could be used also in RtL... So this is mainly for those of you that are considering starting a campaign. Of course, the main idea behind this post is using difficulty levels. I propose here some, but you could tweak them to your taste. Beginner Level; "I'm Too Young to Die" (for the first RtL campaign): At the beginning of the campaign, the Overlord does not get 15XP to spend. Also, Sir Alric Farrow does not start on the board (he still costs 0XP to the OL, so it will be easy to recruit). Intermediate Level; "Let Them Come" (after the first RtL campaign; so long the Heroes have not won): The OL initially gets 15XP to spend but he cannot spend these points in Treachery or Lieutenants. Sir Alric Farrow does not start on the board (his cost is still 0XPs). Advanced Level; "Hurt Me Plenty" (after the Heroes win their first campaign): Play as with the original rules with the following extra: Leaders in encounters and Dungeon Levels get their bonuses multiplied by 2 in Silver Level and multiplied by 3 in Gold Level. You could also create extra insane difficulty levels if the Heroes are having it too easy. I would suggest playing Copper Level as published because it is already hard enough even for experienced players. It is only in Silver and Gold levels that the game could be too easy for the Heroes.
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I bought my copy at Essen, and I was nicely surprised to find it there. Nevertheless, I am also surprised that the PDF with the rules is still not in the Support section.
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1) Yes. Though not all; I was too young and penniless when 1st edition came out. 2) Yes. I have all books from WFRP2 (I love the game), some of them even twice (English and Spanish versions; Spanish version is really well done). 3) I have preordered and have been already busy preparing a WFRP3 campaign for some friends.
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Thanks for the answers... It would be a good thing if an explanation of Tahlia's ability went into the FAQ.
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Maybe it has been answered before, but I cannot find the answer in the forum (and I've read my lot) so my question is: Tahlia's ability: is Tahlia able to move before and after the attack (for a total of 3 Movement Points, of course)? or is she able to move only after or before the attack... in other words, the "or" used in her ability is inclusive or exclusive?
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I checked it out (an observation by a pro-v3 guy)
cogollo replied to PzVIE's topic in Warhammer Fantasy Roleplay
ynnen said: Warhammer Fantasy Roleplay uses a combination of Mini American and Standard American size cards, based on the type of information contained on the card (for example, Locations and Actions use the Standard American size, while Wounds and Talents use the Mini American size). Mini American Cards: 1 5/8" x 2 1/2" (41x63 MM) Examples of games with cards that this sleeve will fit: Arkham Horror™, Twilight Imperium®&™, World of Warcraft: The Board Game™, Red November™, Cave Troll™ Standard American Cards: 2 1/4" x 3 1/2" (56x87 MM) Examples of games with cards that this sleeve will fit: Citadels™, Munchkin™, Descent: Journeys in the Dark™, War of the Ring™, Bohnanza™ I bought a lot of these from the FFG web store, but the shipment fee you charge to send them to Europe seems very high... Are you considering some kind of arrangement with Europe distributors for these sleeves? I have been unable to find them in European shops or websites. Anybody in the forum knows where to find them in The Netherlands or Spain? -
I checked it out (an observation by a pro-v3 guy)
cogollo replied to PzVIE's topic in Warhammer Fantasy Roleplay
Kyos said: It's a shame - two friends of mine were in Essen this weekend, and they didn't manage to take a look at this. Great to hear your impressions, though, thanks for sharing them! I also missed it! I was too busy trying all kind of new games (by the way, Chaos in the Old World is a jewel)... Anyway, I'll be busy trying all the new games I bought in the next weeks, so I'll be able to wait until I get my copy. -
A Pfennig for Your Thoughts >> Economy and Commerce in WFRP
cogollo replied to ynnen's topic in WFRP Archived Announcements
The wealth tier system is a very good idea. In my WFRP2 campaigns I always assigned bonuses and penalties to social interactions depending on how the characters were dressed, so this tier mechanics will be very useful to me. I also liked the examples given for item qualities. I think they are very good examples of the many opportunitis brought up by the pool dice system. I must say the game is looking better with every published diary entry.
