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NezziR

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About NezziR

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    Nashville, Tennessee, United States
  1. One of the things I like best about Battlelore is the lack of a "Mission" book. Instead, players draw scenario cards and terrain and field and objectives are randomized for each side. Does the application have that option? Assuming the above is affirmed, is there an AI opponent? While I'm asking, the statement in the product description about the "7 cards" leads me to believe the normal card draw mechanic of the board game is different in the app. How close to the board game are the command card mechanics? Is there a campaign for both sides? I'm a huge Battlelore fan and I'm really looking forward to this app. Nez
  2. We played our first game tonight. Much fun was had by all, but in the middle of our first game we noticed that Lore Cards have a faction symbol on them. Are you supposed to have 2 Lore decks, one for each faction, or can either faction play any Lore Card so long as they have the referenced troop type? --Nez Edit: Never mind. We found it. There are supposed to be separate lore decks.
  3. I only bother with secret rolls on things where they may not know if they passed, such as a guile test or a when they are trying to pass off a disguise. There are many times when the outcome may not be immediately known to the characters. Here's how I do it: I let my players roll their pool, including any boost or setback dice. That way, they know how the various environmental or situational factors affect them and have a general idea of their success chances. I roll the challenge (purple) dice behind the screen. I have the players respond to me with a net result from their pool and modify it with my pool. I signal this sort of roll to my players with "I've got your purple". When they hear this, they know I'm rolling the difficulty dice. This method has worked very well throughout our years long Warhammer campaigns and seems to be working very well with the new Star Wars campaign.
  4. I haven't been able to find any information on multiple attacks for creatures. Would this be a case where they attack once and if they score two advantages they could trigger another attack (like a bite), similar to linked weapons?
  5. I think the way we're going to do it is, use the movement rules from X-Wing and everything else from the RPG. Short range would be the length of the range ruler, medium the table, and long/extreme off table. Trying it tonight, I'll see how it works. My one concern is that the ranges are so long that the maneuvers won't be effective. We'll see. If it doesn't work, I'll make some larger turn templates. --Nez
  6. Has anyone tried combining the X-Wing Miniature rules with the Edge of the Empire rules yet? I'd love to see a discussion on this. An (un)official combining technique would be most welcome. I'm just now reading through both rulesets. If I come up with a viable method, I'll share. NezziR
  7. I'm very excited. I can't wait to see the finished product. Congratulations to FFG on a milestone product release. --Nez
  8. Check this out. I even have a 'Snot Ball' In the game, they take Snotlings and bind them in a net and play Snot Ball with them, hence the name. This came from an old Dwarf Catapult model. We use in Middenheim games and have used it in a few Blood Bowl games.
  9. If I'm not mistaken, Blood Bowl started a long time ago in the 'Warhammer City', Middenheim supplement in the form of 'Snot Ball'. I still use this form of it in my campaigns. Whenever my players are in Middenheim for some reason, there's always something about Snot Ball. It's either pre-, during, or post season, or people are talking about the coming season. I even ran a game centered around it once. The Middenheim Maulers had advanced to the finals and the 'Snot Bowl' was being held in Middenheim against the Kislev Krushers. It was a grand event. During the halftime show they actually flooded the field and had a miniature naval battle exhibition, a very expensive undertaking. This is where plot began. Several cultists had conspired with a group of Skaven to detonate a warpstone bomb under the stadium. The trigger for the bomb was the mechanism that pumped the water into the stadium. The players had to uncover the plot, discover the details, and defuse the bomb before disaster struck. The whole scenario lasted about 12 sessions and was a great success. Much fun (and many wounds) were had by all.
  10. Just an update. I played my first game across the ruleset. Just a 1-on-1 Thief/Second Story Job scenario. It worked great. I can't count how many times I said, "Nice touch" as I stumbled across another feature or convenience. A very functional and worthy effort. --Nez
  11. I developed the Fantasy Grounds ruleset for WFRP1 and WFRP2 (with data entry assistance from AzureaWFRP). I would like to heartily thank you! I really wanted to do this, but it was beyond my coding skills. Thanks again - I can play with my far away buds again! --Nez
  12. I've been working on a system for it in our games. I start with a default 'attitude' toward the player or party. It ranges from -3 to 0 to +3. The attitude affects the modifiers for the social rolls. Once the players engage, they roll for social initiative and proceed. They have the option to try and improve (or decrease) the attitude of their opponent (through bribes, charm, or threats) or they may pick a different action: They may play a social action card. They may attempt to gather information from them. They may attempt to barter. They may attempt other social actions not covered here. I'm working on success/fail charts for each action (which I will convert into action cards). We're still testing it, but it's pretty fun so far. I'm trying to develop a default set of social cards like the default combat cards that all players have access to. I'm still idea storming. In our last game one of the players tried to pump the local gossip for rumors. After a few disastrous rolls, she ended up finding out their mission and some personal details from them! Fun stuff.
  13. I'd like to see several things. First off, I'd like to see a 'retaking of Karak Eight-Peaks'. I would even volunteer to write it. I ran a 4 year campaign based around the subject. I'd love to see a supplement focusing on Sylvannia and the Stregani. I'd like to see a Border Prices supplement. I'd like to see a Tilean supplement. I'd like to see a Cathay supplement, I don't think anyone has ever done one. City guides would be awesome. I'm very happy with the released and announced supplements.
  14. I have a 'strong party' too. Here are some of the tactics I've used to challenge them: I've found that even the strongest parties have a weakness. Fatigue and Stress. Slayers and other combat focused characters tend to focus on physical attributes. This gives them a high threshold for fatigue. Unfortunately, they also tend to be reckless in combat which balances things out. There are some creatures, attacks, and/or circumstances that cause fatigue. If you employ them correctly, you'll first start seeing your combat heavy PCs back off to 'Assess the Situation'. Next, you'll see them begin to back off of the reckless meter toward a more conservative stance. It only takes a few rounds of combat to trigger this effect. Creating encounters with 'waves' of creatures keeps them from charging in headlong and slaying everything too quickly. Stress is more of a problem for combat focused characters. Supernatural creatures (for example) can cause stress. Other attacks and circumstances can also cause stress. There's nothing more satisfying for a GM, or frustrating for a player, than to see a Troll Slayer faint. Again, if you're doing it right, you'll see you players backing off to 'Assess the Situation' and doing other actions to reduce their stress levels. Critical hits are the bane of melee characters, particularly with the new 'sever wound' cards. Special effects and attacks that generate crits not only cause player debuffs, but also have a psychological element since they know it can kill them if they stack too many. A few critical hits force players to evaluate things a little more carefully before engaging. I find that when my party is wounded, they spend a little more time planning. Remember, what's good for the party is good for their opponents. Give them armor and items beyond the default. Give those Gors a better armor. Arm them with weapons that do more damage or have special effects (like better crit chances). The creature listings are for basic equipment (unless otherwise stated). Don't be afraid to beef up their load-out. Give them shields for block reactions. Focus on survivability instead of damage. Worst case, you can increase their wounds a bit, though if you have to do that too much you should probably be considering a stronger class of creature. If you're having problems penetrating that Iron Breaker's armor, stop trying. Work on living longer (through armor, toughness, dodges, blocks, parry, etc) and pick them apart using the 'minimum 1 wound' rule. Gang up for gang up bonuses. Announcing an NPC as a caster is the same as painting a target on him. Consider concealing casters in the ranks or putting them at longer range. Use the casters to buff the melee monsters or debuff the players. They won't last long once they start casting, but there are some lasting effects available that could strengthen the encounter. Look through the monster spells - there's some great stuff. Archers are killers. Having a strong melee front line backed up by groups of archers and/or a caster is deadly. I break my archers up into small groups and spread them out, that way they have to split up to chase them down. I will also have archers retreat. The party chases one group will other groups fire on them. It can be very challenging. Spend monster bonus dice to manouver ranged monsters around. This forces the players to suffer unanswered attacks or spend fatigue to chase them around. Ambushes can be very deadly. Having missile fire, spells, and melee attacks coming from different areas and directions on the board forces the party to make decisions. Whichever direction the go, their leaving someone behind them pestering them. I spend time designing my encounters. When I activate them, I know what my creatures will do and I have a plan for how they will react. Are the monsters surprised? Spend a round to buff and manouver. Did they ambush? They start buffed and engage from a favorable location and configuration. Don't forget the '1 wound minimum' on a successful attack. Even Iron Breakers and Slayers can be worn down in prolonged engagements or when being harassed by ranged opponents. TL;DR If your party is beating up your encounters, try tweaking the design. Prepare encounters ahead of time. Study the creature abilities and spells, and find effects that stack and compliment. Focus on survivability by changing monster equipment and draw the combats out to wear the party down with stress, fatigue, and 'minimum one wound' attacks. Use archers and deploy them in small, spread out groups. Use casters for more than direct damage.
  15. Ah... Excellent point. I think that answers my question. Thank you.
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