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crimsonsun

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Everything posted by crimsonsun

  1. crimsonsun

    Dealing with Mutation and Insanity Points (2nd Edition game)

    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. crimsonsun

    A thought on the stop of third edition

    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. crimsonsun

    A thought on the stop of third edition

    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. crimsonsun

    A thought on the stop of third edition

    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. crimsonsun

    A thought on the stop of third edition

    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. crimsonsun

    A thought on the stop of third edition

    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. crimsonsun

    The Age of sigmar

    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. crimsonsun

    3e Disallowed PC Careers

    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. crimsonsun

    Ethereal Attacks and Armour

    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. crimsonsun

    Ethereal Attacks and Armour

    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. crimsonsun

    The End Times timeline & map

    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
  16. crimsonsun

    Amethyst Wizard worth it?

    I have to say if playing in the End of Times setting then your Amethyst wizards would gain the benefit of being Ethereal and the 2nd edition college list had an incredibly broken spell that I had to house rule several times which was Limb Wither. As for purple Sun I actually cannot remember its exact details but I was rather underwhelmed by Heroes Call in all and I feel that while some facets of spell casting where handled well in 3rd edition its utterly lacking in others and as a result woefully incomplete. The lack of rituals, less/petty magics, alchemy, rank four and five spells outside of the college magic simply don't exist (actually necromancy has rank 4 but that's it) and that's without actually really thinking about it properly.
  17. crimsonsun

    named characters

    Anyone in particular? 2nd edition mainly kept clear of profiling famous characters from the setting but some where covered between source books and prewritten campaigns. For example I love the stat line of Manfred Von Carstein because it reflects the simple fact that if a party were so much as to frown in his direction he would obliterate them in less time than it took to read this. Also while I can see the use of named NPC's in background of your narrative I am of the opinion that RPG's in general should focus on the characters and any such stars only detract from that if on talking terms with the party (not only this but 2nd edition parties would really struggle to even be of status to be put in a position to meet such a character) or if they are wanted for antagonists then there's no party in 2nd edition that I can think of a named character they would have a hope in hells chance of combating.
  18. crimsonsun

    The End Times timeline & map

    I'm assuming you've read the End Times to its conclusion? With the first two books being excellent in my opinion I felt the last 3 progressively got worse with the final book being the fantasy equivalent of teenage love poetry - utter drivel. So now the Universe has been obliterated and we are in the dawn of Warhammer Bubble verse, what are your opinions on what's rumoured to be happening with the Warhammer Universe out of interest? I can imagine the answer and I'm of course with a strong opinion myself on the matter but I've not seen the subject specifically broached on the forums so I thought I'd ask! crimsonsun
  19. crimsonsun

    2nd edition spell list?

    Official lesser magic spells are found in, locations are pretty rough as my books are in storage: Core Rulebook magic section Tome of blessings Divine Blessings section Magic source book (name escapes me as I type) before the college lists Tome of Corruption towards the end in the dark magic & rituals rules. Nights Dark Masters - Just before the lore of Nagash in the rules of the night Realms of the Ice Queen - In the magic section, towards the end of the book before the curses and ice magic rules. Tales of the Horned Rat - In the rules section before the lores of the Horned rat The shades of the Empire - Under the Hedge Wizard section Sigmars heirs - In the rules for Cults of Sigmar under priests. I think that's all the locations, as I can't remember them adding any in prewritten campaigns and I know the knights of the grail didn't have them either. There are however as said loads of fan additions to the list detailing dozens more. If I think of any more locations I will list them.
  20. crimsonsun

    Help! Which campaigns/adventures to run?

    Honestly all of those adventures while good with the possible exception of the Gathering storm though that's good thematically, could be improved upon and made to work with more experienced parties. If I was in your position however I'd move Stromdorf to averaland and link it in with the start of the Enemy within campaign narratively and time wise as it will provide a more sensible progression of time at the start of that adventure. Also do you have Winds of Magic because the adventure in that boxed set is fabulous though again I'd move it to Averland and use it to confuse the party as to what the main plot arc is of this story. The Edge of Night could be written into any of the big cities and would work easily with a little work in terms of fitting alongside the story of the Enemy Within, though I will say this adventure actually could do with some build up and expanding in the politics if your willing to put the time and effort into it especially with the Skaven Linking in as well as competitive nobles, you could use this to greatly expand upon the political activities and parties involved in the Enemy within campaign doing this will go a long way at creating a far more branching plot line that's far less of a rail road. The Witches Song is a cracking storyline and again one that could be shifted in terms of location to provide an additional story arc within the Enemy within campaign, especially in the Middenhiiem region or even as part of the travels experienced over that campaign (again another Noble family could be tied in). The Enemy within itself is a great core plot line but its a pure rail road and seriously lacking in the minor quests, that not only build upon the realism and immersion into the plot but also bring those locations to life while posing a range of morale dilemmas to the players while keeping the main plot in something they are involved with but also helping keep the events effecting the wilder would in the back ground. I seriously suggest added multiple small adventures/plot lines in each of the major cities as well as a plot for every leg of there travels in addition to the suggested travel events etc. Finally your going to need to slow down players advancements, a simple method of doing this is to force at least two or three mandatory out of Career advances before they can change career, that are fitting to the campaign and there backgrounds. Anyway I hope that's of some use, I will say that there's tons of great adventures on the internet so you do not need to create additional plots yourself instead simply adapt ones that take your interest in terms of location and then create hooks so they can be easily tied into the players lives. Finally personally I always like to have some additional minor plot arcs going on in my campaigns that are directly linked individually to each of my players characters, now these may only crop up rarely but are a great element to bring the Players story telling skills into play and gives them the feeling of control in terms of the plot which seriously helps with immersion, however its critical you keep these plots rotating so all the players can have there moment in the spot light avoiding any players personal plots to play the part of anything more than a sub plot (as in don't link them to the main story - though you can still get individual characters invested in various main plot NPC's as this creates and build upon the often tenuous links between players and the main plot line advancing characters). Thanks for reading crimsonsun
  21. crimsonsun

    Update on End Times (Rumour)

    Those are not Stormvermin, they are a new type of Rat Ogre that's been heavily modified by Clan Skyre, the rules I've seen for them are brutal, unlike the Vermin lords as was mentioned above who are rather Meh.
  22. crimsonsun

    Update on End Times (Rumour)

    Honestly there is nothing wrong with WFRP 2nd or 3rd edition as it stands, will there be a 4th edition with new background who knows? I think it depends more on what you need from the system, if you want setting material then its 2nd edition all the way as far as I'm concerned but if your looking for a IMO better set of mechanics (in concept though they need some work) then 3rd edition is the way to go. The 2nd Edition rules really need updating to introduce some ideas that are part of the Dark Heresy rules (1 & 2 edition) but are very extensive in terms of content material that's been explored while the 3rd edition is really setting material light. Regarding the changes I also know that none of the above stops me playing previous editions using the setting I prefer (wfb or wfrp) but at least for wfb this will become increasingly difficult in terms of opponents and acquiring miniatures that are required the further time moves on which is sadly means at some point its going to become less and less a workable solution.
  23. crimsonsun

    Update on End Times (Rumour)

    Was about to post on this, seems I was beaten to the punchline. Personally this to me is awful, I love the Warhammer setting so to destroy it for mini planes of reality leaves me speechless if I'm honest. I've played Warhammer on and off for 25 years but what double sucks is I think 8th edition sucks as several core mechanics have increased the effect luck plays in the game over skill and so I hear GW are not only destroying the setting I love but replacing it with a rules based around an edition I seriously dislike. Yet it gets worse, a New Space Marine (I Loathe everything about Space Marines they are just dull) style faction, models going onto round bases, limited release models with Stat cards (Never understood them, I could provide the statistic line, rule, special ability, or weapon rules for any thing in Warhammer, 40k, Necromunda, Mordhiem, Bloodbowl, Wfrp 2ed, or 3rd ed from memory without blinking and with only a tiny amount of error... seriously what's the point of these things!) sounds like Special Characters or unique units with no room for creating your own history/style here, which is another step towards taking the character from the game. It looks to me like they are not only trying to create 40k Fantasy but will be doing the thing that stopped me playing 40k when 3rd edition came out. Dumbing down the system because people are too stupid to play complex games, a trend that has been gaining more and more momentum over the last decade to such an extent that some companies pride themselves and in fact have based there entire business strategy on such boring, uninteresting depth lacking sets of Mechanics because it seems games I taught myself to play when I was 7 years old are far to difficult for adults to enjoy. (I taught myself 2nd Edition Dnd - which is truthfully a complex game, alongside 2nd ed 40k and 3ed Warhammer - incredibly simple by comparision, by which I mean I picked up the books and read them and understood the mechanics). This trend, combined with the trend of special characters or unique units is actually driving me away from Table Top gaming, I could go on for a long time on this but it will actually cause my post to get moderated as I descend into offensiveness, so I will conclude this point by saying that I find the industries current stance to be one that states we think are customers are to stupid to enjoy or play anything more complex than snakes and ladders so lets make our own version of that.. I know Slides and Monkey Bars. The thing that really gets me, is I've not found a Fantasy alternative to Warhammer that does not fall under a system like I described above and I've been looking for several years now... I am just glad I've just built a new high end Gaming PC as it seems tabletop games are not something I'm going to be able to play without feel exasperated in the near future.
  24. crimsonsun

    Amethyst wizards

    In the End of Times lore being released for Warhammer atm, all Amethyst Wizards were killed or turned into wraith like beings when Nagash pulled the purple wind out of the Vortex and 'earthed' it in Sylvania.
  25. crimsonsun

    Rewriting Spires of Altdorf?

    I ran a reworked Spires of Altdorf for second edition roughly around its release, while any notes I have will sadly be in storage or lost on the old black industry forums it does bring back some great memories. I somehow managed to trick my party into taking part in the bright wizards ritual, which in turn sparked the characters each beginning a personal quest to overcome the penalties suffered, this took 2-3years (real time) but included some great events including the Celestial Wizard turning to Tzeentch and designing a ritual to capture another player Characters Soul in order to restore his own, while his twin brother a shadow Wizard instead gained mentorship of a Ancient Necrach Lord (Having Brothers or kin within the party if one is a wizard was fantastic in 2nd edition due to the miscast Kin afflicted - oh the fun - Including the end of the Shadow Wizard caused by a Kin afflicted Chaos Spawn roll...) Only the Halfling was able to avoid the ritual and he was the only Character to survive the whole 4 year campaign, Duggie Tiddler the Fiddler - Initiate, and Avatar of Ranald (ex -Thief, ex - cat Burglar - ex Master Thief, ex Body Guard, ex Veteran, ex Targetier, ex Champion) who still have 3 fate points by the end of the campaign!
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