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crimsonsun

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  1. OK a couple of things I feel should be discussed on this as well as an idea of what to do, firstly though is that Karak Azgal was without a doubt the worst product released for 2nd edition, the NPC's are stupid (some are impossible and can't actually exist) and dungeon crawls just don't work well in warhammer, especially on the scope presented in that book. Warhammer is brutal and as a result long dungeon crawls are only going to end in the destruction of your pcs, this is however a personal opinion of course so if that's what your group love then full power to you. The removal of a Mutation would be as I see it an epic quest broken down into multiple Chapters, which I feel would best be done via a ritual (arcane or divine), where in the character would need to find someone capable of such a feat (while not attracting the attention of witch hunters at any part of this journey), then they would need to go on quests in order for them to be willing to attempt the ritual upon them or to prove they are deserving of the rituals attempt, then a series of quests to find the various ingredients required many of which would be extremely difficult to attain, along with quests to gain the support of additional NPC's to help with the casting of the ritual. This could be hugely epic, I'd suggest checking out the Tome of Sorcery ritual creation section and even drawing up the ritual with the PC in question as I've had fantastic results doing so in the past. At the end of the day its your story so do what you feel would be best for your group and this is only a single idea but I just thought it would make for a epic quest while being highly adaptable to your groups needs and style. Thanks for reading Crimsonsun
  2. There are parts of 3rd edition I love and it was incredibly innovative and brave, I'd just wished a RPG setting that wasn't my favourite was used for said experiment. The critical damage, wounds corruption, talent slotting along with diseases are great and I really like the whole concept of Action cards but I don't feel they are good for RPG format from a customers perspective as they failed to cover enough with produced ones so there are huge holes in terms of produced actions, it also makes it more difficult for fans to produce and make there own (I know strange eons is amazing but I'm talking from a production perspective - I use photo card, full colour ink and then laminate them but its expensive and time consuming, let alone creating them and making art for them so they don't look out of place, also while I love writing rules and material I hate/dislike graphic design or any Art as I'm awful at it being Dyspraxic), don't get me wrong I actually really like the action cards though I feel the key words and various styles should be natural ways of restricting and limiting access to them (house ruled this extensively) and if they had actually produced a more rounded or complete range of them I'd say they were fantastic sadly the produced products seemed woefully and needlessly limited especially for non humans or higher level characters leaving my card decks feeling woefully lacking despite my having every action produced for 3rd edition. I feel limiting careers to cards was over kill and needlessly restrictive (even more so than action cards) and its aspects like this that I feel massively reduced the amount of real content in 3rd edition, while the heroic lean of the core mechanics just again felt like a deviation from the aspects of the setting I enjoyed. I love 3rd edition and feel as a basis for a rules set its far superior to 2nd edition but 2nd edition is a far more mechanically complete rule set that requires far less work from the ground up to actually get the mechanics to do what I'd like, as I feel 3rd needs additional die types along with a extended skill system, a restructure of specialisations, a overhaul on careers, another huge one for experience, a huge amount of work expanding actions, profiling and writing rules for the various races, a reworking of the party cards, a massive restructuring to bring a proper background narrative/mechanic system into character creation, as well as some tidying of some areas of the rules where I feel the mechanics make no sense in regards to how development works; for example A wizard or priest that goes into a Career like Scholar, noble or investigator suddenly cannot cast spells as they lose the Lore/Order slot is just clumsy and needless, especially as I believe that advancing in those careers should require far more than simply having enough xp and should have strong narrative aspects that need to be dealt with before hand and these careers really go towards broadening and diversifying the type of priest or wizard they are while providing additional ways in which they can attain that difficult narrative based advancement (and the hugely powerful benefits of progressing too higher tiers in these paths). Not sure I agree about looking things up but I've got a great memory for mechanics and rules so the only things I ever used to have to refer too in 2nd edition were the spell lists, but I do like the wounds/critical damage etc being in front of me so I can see who's easy meat and who's not. A aspect I dislike however is something adapted from 4th DnD into 3rd edition which was NPC, Monsters and Villains having a limited pool of refreshing actions rather than being built in the same way as PC's, I really dislike this and while I know some people don't like having too much choice or lots of actions to learn and would rather have a few flavoured effects instead I hate it and feel its massively distracting from the game immersion and while I know I could describe the same action in a differing manor instead, that could be argued for all actions and thus its a case of either have action cards or don't but no half measures (same with stance which while it should be heavily based upon racial factors should still have some flexibility and Cunning, Expertise, Aggression pools in place of a proper profile - its lazy character creation and its dull in my mind). There's some components in 3rd that I feel are more of a luxury than a requirement such as progress trackers, npc group card trackers and all there types, along with physical handouts and maps, cards for some items/equipment and talents spring to mind, though I feel these do enhance the game they are not required and if it was between having them or more hard content then I'd take the content every time but they are nice. Finally I'm in full agreement regarding the Board Game comparison being flawed as its simply untrue as 3rd edition in terms of mechanics is far more abstract and conceptual thus making 2nd edition in mechanical terms far more board game like being as it breaks down directly with combat grids and hard mechanics for conflict resolution and movement as opposed to narrative movement and abstract range. 3rd edition is also set pre-storm/end times which was for me a more interesting point in time than post Storm (though that does have some great aspects as well) but overall the combination of the two provides perspective GM's the choice of timeline which is only ever going to benefit there creativity.
  3. To explain its issues such as a Dragon/Daemon Slayer being able to easily out wrestle a dragon when it comes to the basic profile I've got issue with, along with the +/-30 as a maximum modifier because its seriously limiting in terms of your statistical range which is why the Dragon issue above exists too narrow a range of values with too hard a limit upon them. There are aspects of DH I dislike, its career system for starters which has nothing close to the flex you want in a RPG in my opinion and there's talents coming out of every orifice but that's not to say it doesn't have a good deal of aspects Warhammer 2nd edition would be bettered by. Also I never said there was anything wrong with 2nd edition beyond it could do with having some aspects as I mentioned above fixed and with the vast amount of additional material it has over 3rd edition its without a doubt the most easy pick up and play edition of WFRP. Oddly though I find it ironic that the main area's in which for me 2nd edition fell short, that of too narrow a range of statical variation for higher levels of play, with not enough bonuses/penalties which creates a system when the curve of ability statistically becomes too steep so once you hit a certain level the chances of failing or succeeding are reduced down to critical successes or failures (for example it wasn't too difficult to rapidly gain dodge blow 80% or above making it practically impossible not to avoid a degree of damage) are the same issues that are found in third editions late game, though in fact its curve is even steeper, with too many beneficial die types and not enough negative ones, this is purely for a mechanical perspective (third has other flaws mechanical such as needing more skills and otherwise such as being too component heavy) so it went down the same path of being unsustainable for prolonged campaigns without seriously restricting advancement which is in itself a problem in a RPG because they are all about development (character, and Narrative).
  4. Thanks for clarifying, its been years since we played (it was a few months following its release) the campaign. Personally I found chapter 8 to be the weakest it was essentially a travelling to Kislev chapter and was pretty boring and would have required immense amounts of additional material from me before I would actually play it but as things happened we didn't get that far, my party got fed up and half of them saw though Karl's mutation from the start, I cannot remember how or why it happened but they Killed Karl, the real one and chased down the fake ones as well just to make sure way before we got there which was a relief as I wasn't looking forwards to that big dungeon either, Dungeons have never worked in Wfrp beyond the scope of a large house because combat's so deadly the players should have the chance of being able to avoid it realistically most of the time, that dungeon was not one where that would have been possible so it would have gotten dull quickly. Even the fantastic Dungeon in Lure of the Liche Lord had myself (DM) and my players somewhat fed up with combat by the end of it, so much so I let them avoid the final confrontation with the Liche allowing them to negotiate favours with him, now that Dungeon was wonderful though being as it was loaded with information, traps and overall pretty light on combat but hell was it deadly. Anyway back on topic my personal favourite chapter was number 7 but I felt that the writer was trying to relay far too much information in far too small a amount of space and I also feel the expansion material for this later released by Libra Fantatica goes a long way to staggering this information as well as solidifying it in one place for the DM. Honestly though overall I prefer Warhammer fantasy at early 3rd career of development at the top end because I find it becomes silly at higher levels of play and that the RPG engines (Mechanically 2nd or 3rd, not knowledgeable enough about 1st to make an informed opinion) are simply not designed to handle Characters of that ability level. Also while I love the 3rd edition dice system, I feel that it should have been brought in for Starwars instead and instead a improved version of the 2nd edition system should have been used instead for WFRP, this is for multiple reasons; The amount of content already in existence that could be used would have allowed the writers to explore new areas of the World rather than going back over previously covered ground (in less detail as it turned out); Secondly while the 2nd edition rules were far from perfect, the big issues could have been fixed within that system using a lot of the same mechanics found in Dark Heresy (1st & 2nd edition) allowing again for a far more polished rule system rather than a new system with its own massive flaws, especially when the cost of that system is entered into the equation (its the most expensive RPG I've ever owned). Anyway off topic rants aside (because I'm pissed with how WFRP has been treated by FFG, though not even close to how strongly I feel about what's just happened to Warhammer) I'm not surprised Nathan Long wrote that chapter because you can see Ulrika and her sire in those Lahamin's clearly, I've always thought that's who they were based on, but not actually used because of it causing issues with there and his narrative.
  5. Well it does work like a "stress-release" kinda chapter. It does not connect with the whole Karl plot (in fact the Blood Dragon in question returns on the very end of the game, and only in one instance) but it did wonders for my stressed out players, who just couldn't catch a break from chasing this **** kid. Also what about the Limb Wither spell? I think it's rather high level and if your players abuse it, make sure that Tzeentch will bite them in their asses for it. Not to mention that the enemy can use it as well... If my memory serves it was CN9 so easily achievable by a journeyman that channels before hand. Now obviously they need to level that far but I fill out any campaign with lots of filler quests appropriate to the region because I find it distracts from the main plot enough to stop my characters feeling like they are on a rail road. Now from memory in the thousand thrones it started to become a problem around the chapter with the play and then would have been hugely problematic in Altdorf afterwards, though I can't remember exactly what Chapter this was. As an aside anyone else notice how devastating those nurgle hornets are outside the Villa, they were death on toast!
  6. I actually rather liked the chicken hunt. Mainly because of the :"oh s****" moment with the Blood Dragon. My players almost crapped their pants. +1 though it was more how annoyed my players were when they found it out, I'll never forget the reaction of my friend to that, he was going crazy but he did it so in character and so animated (he does have a honours degree in performing Arts) the whole group of us were laughing our arses off. The Thousand Thrones campaign was also what made me realise the Death Magic spell Limb Wither was grossly over powered in 2nd Edition, low CV, No Save, one limb becomes instantly useless... Lots of Chase scenes and just opponents falling on there face before being beaten upside the head by the wizards allies who wait poised ready with clubs at the forefront becomes old quickly!
  7. This says it all really, a Interview with GW big wigs detailing there Age of Sigmar plans. http://captiongenerator.com/48861/Age-of-Sigmar-interview
  8. No they can't there's a story in the 4th edition Undead Army book that has a thief was a invisibility ring sneaking into cripple peak
  9. I may have some of those on file somewhere though reading the synopses I can tell instantly that many of those were written for 1st edition as they are no longer concurrent with the established canon, not that they couldn't be very easily brought into line with the above.
  10. I limit these careers as well but I also only allow access to Action cards with the linked traits to those who are in or have completed one of the careers on that chain, I also limit players to a single Fighting style per completed or current Martial career and only those in a Martial or relevant career can take actions from an associated group of actions. IE Sword Master Cards are only for Sword Masters, slayer cards for Slayers, fighting styles are limited to appropriate careers so Knights could select most core styles but only one style per relevant career, while a hunter could select Marksman/Archery cards. This does not actually place as hard a limit on cards as you'd think as there's tons of basic cards without any special trait to them just I like that Study into specific forms of combat should provide access to cards a burgher wouldn't. I do this with social actions as well as martial as what ever form of specialisation a player chooses (if any) for the character will be rewarded by abilities other characters cannot select. I find this hole aspect really provides a additional level of depth to the development of a character and while a core of persistent action cards are found amongst different player characters they will all tend to have unique combinations of specialist cards that make them stand clearly apart from another character with a similar career. Nobility is interesting though I would never allow my players such advantage in money because equipments far down on the list of things that can be brought that can break a story line, I tend to work in background elements with any player that wanted to play a minor (really minor) Noble that would put that wealth out of the characters possession and into a background element at least until the Campaign progressed to a higher level of player power and ability, normally something where there funds are paying for something be it upkeep, tuition or for running there estate which will be at closest on the other side of the province they are in, or I would work in something where they are not in the direct line of succession and thus have little more than there name in terms of wealth since the Elder Siblings are inheriting the estates and while a younger son would have paid tuition into a university, the Clergy or a craft that would be the extent of said inheritance.
  11. Personally its not the Power I find lacking in the 3rd edition magic system its the lack of additional supporting magical mechanics that's missing, from Lesser magic's to Ritual creation and really Rituals and to a lesser extent the development of new personal spells based on the Wizards ability to manipulate its wind that's missing though the latter I'd avoid unless the GM is willing to spend time with the player and knows if something becomes exploitable or comes out far beyond what was intended the players aren't going to moan at changes to said effects. Rituals where handled excellently in 2nd in my opinion the rules were pretty simple highly flexible and my players always put way harsher conditions into play than I'd have done alone making for great personal investment, they do require a huge amount of GM input which should be down outside of game time because no single player should dominate a GM's attention like is required for such developments. In addition you've got the rules for potions wasn't keen on these in there direct format but I like the idea of making charms, magical poultices, poisons or wards and the like much in the style of Santeria Vodoo. For general spells though I do really feel the lack of lesser magic while often trivial is something that provides wizards a huge amount of utility and theme. Also Familar binding or creating, summoning full stop really or the creation of Golems, Wicker Men, pursuits of greater Necromancy, Blood Magic, Elemental Pacts or Spirit Pacts. Also the creation of forging magical items (other than Dwarfs) beyond those attuned for channelling. Essentially the core of college magic is in place in 3rd edition, alone with the Divine Faiths found in the Empire but Witch Craft, Hedge Wizardry, Seers/mysticism Dark Magic (NOT DHAR MAGIC -used by Dark Elves which is something Else entirely) Waaagh Magic, Lores of Skaven Magic, Lores of Chaos Magic, Lores of Minor Evil Deities, High Magic, Gut magic, or Geomancy are barely if at all covered by the rules currently nor are various lesser spells along with the previously missing Ritual and Developed magical pursuits that in my opinion are the entire point of playing a Magic user as it provides on going learning and development to both the player and the character in a far more immersed way. Just my thoughts on the subject anyway. Thanks for reading crimsonsun
  12. Agreed though with the more heroic leaning 3rd Edition takes I feel that being Ethereal is far less of a factor than it would have been in 2nd edition, though I do agree Ghosts and Spirits should be bound to locations, possibly Banshees as well. Wraiths are more far more free roaming as far as I believe and as for Hexwraiths with some rewritten lore (As currently it literally makes no sense) these could be really cool Ethereal Bounty Hunters though they'd need various Bale fire Actions and Aura in addition to chilling, weakening touch attacks or Banshee Screams. Other options include semi Solid Wisp Wraiths that are only partially Ethereal and Animated Armour or Weapons that's possessed by a angry to bound spirit, these help keep Ethereal creatures more tangible while keeping the theme. These a huge amount that can be done with Ethereal's especially if looking for a real horror session or two though the art of pulling such off effectively is pretty hard and generally requires a less is more stance for the horror elements. Non standard solutions outside of combat are also fun to look at with Ethereal creatures from finding what's tethering them to the material plain to creating herbal wards and protections with stuff like Daemons Root, Witch Bane, Holy Symbols, being able to see them and trap them inside Mirrors for example. Ritual of Banishment can be performed but like a exorcism for Daemons if such can be obtained or a ally with such knowledge could be found (Agents of the Shroud, Morr Priest Hood, Black Guards, Knights Raven, Dream Walkers, Amethyst Wizards - especially Magister vigilante's, Vampire Hunters, Grave Wardens, Seers, Mystics, etc). A final interesting idea depending on when your stories are set is to have the Nagash having risen but the bad (poor narrative, and poor resolution) aspects of the End times kept on hold so all Amethyst Wizards are slowly becoming Wraiths losing there material bodies its a minor thing but could be cool if used right. Anyway like the poster above I'm just expanding on the idea's and themes that Ethereal entities bring to our games as I love Undeath and Necromancy it's possibly the area of the setting I'm most drawn to, though I'd say its Magic in general with a preference to Necromancy though I like the Divine sides and aspects as well.
  13. I might remove the Terror as many Ethereal creatures have this anyway and switch it out for another condition like freezing, or Weakened as it seems to provide less redundancy.
  14. This whole End Times nonsense is a joke. The first two books were good, really good even. They've breathed some fresh air into our beloved, stale setting. But then... Good Guy Malekith, Sigmar being trapped in a Wind of Magic by Tzeentch, endless references to 40K, Vlad Von Carstein as a saviour of the Empire and finally... rocks fall, everybody dies. Warhammer Fantasy deserved a better send off then this... thing. As a long time player and GM, as well as a WFB enthusiast I'm pissed. Bubble Hammer won't be able to repair the damage that GW has done to it's own frnachise and I certainly DON'T envision a 4th edition of WFRP in this new, post apocalyptic world. Shame. **** shame. Totally Agree. However as an aside, the latest rumours as to the Rules of 9th edition look like they've been cut and pasted from replies I've made on threads to what I'd do to change 8th edition, well not exactly but very close. BUT I'm holding this rumour with very little credit currently because its not from a source I know or respect.
  15. Surely most Skaven don't have pockets, I mean how do you make a pocket on armour anyway? Some more esteemed Skaven may have pocket type contraptions especially Seers, Engineers, Master Moulders, Assassins or Priests I guess though PC searching Skaven well enough to find out should be testing for all kinds of disease and in many cases corruption as well. Of those Skaven likely to have pocket type stashes the contents would be determined as much by there's clan as anything else so perhaps a clan based random table would be more in order. Important parts to remember I guess would be that Skaven have there own written language so any plans, notes, diaries, ritual scrolls, prayer books, and tomes of magic would be written in Skaven and thus be utterly unreadable by any human within the Empire that I know of. Any written words of importance will be written in Warpstone Ink, while I imagine notes and diary entries would be written in Charcoal. Skaven currency is Warptokens of course but any notable Skaven is going to have a safe location for those, with the key hidden on its person somewhere, though the lock is more for show because if the Skaven is truly notable no Skaven would dare attempt to steal from it. Amusing and boring ideas for additional pocket content: Gnawed upon animal parts Gnawed upon humanoid parts Sketch of its favoured brood mother List of most hated Skaven, with many alterations made various herbs, seeds and animal droppings Limestone vials of murky liquids Wraps of fine greenish glowing powder A small metal tube - with a manufacturers mark. A bit of broken mirror
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