Jump to content

NezziR

Members
  • Content Count

    612
  • Joined

  • Last visited

Posts posted by NezziR


  1. The Asgardian said:

    It would be nice if Jay would chime in on the major points of the game churning around on the Rules Question forums.

     

    Someone mentioned the contact at the bottom of the web page to email Rules Questions, but has anyone gotten an answer to these and more yet?

     

    -ashe-

    Yeah, I sent this question and one about default skills for divine casters out, using that link, last night. No word back yet. If I hear back from them, I'll post here.


  2. moofrank1 said:

     

    The oddest thing is that I cannot find a base difficulty for a spellcasting attempt. It seems like the answer should be hiding on one of two pages. The three of us could not find it, however.

    Anyone know?

     

     

    After looking at this closer, I'm even less sure about the proposed <P> default difficulty for casting.

    The majority of damage spells already have <P> as part of their listed difficulty. An exception, for example, would be 'Magic Dart', which is a basic cantrip type spell, slightly weaker, and meant to be a reliable cast. It has a default difficulty. A couple of others have [bB] or [bBB] instead. Few exceptions aside, most missile and melee type attack spells have, at a minimum, <P> difficulty, just like their non-magical counterparts. Even Channel has <P> listed as its difficulty on the card. This, in my opinion is the 'listed' difficulty and brings the spell difficulty in line with other 'attack' options. Note: I have also not found a card that has 'no listed difficulty'. If there is one, I'd bet its a really simple spell.

    Adding an extra <P> to casters could make some spells difficult to cast indeed. Rank 1 Flameblast, for example, a staple Bright Wizard spell, would incur <PPP> to cast if you use a default <P> and channel in the same round. I think this is excessive. A potential of {CCCCCC} (challenge) and 3 chances for {S} (Star, Chaos), is a lot for a rank 1 spell when a ranged strike of the same power (or greater) suffers no such penalty.

    Assuming the difficulty to cast a spell is listed on the card would give you <PP> to cast Rank 1 Flameblast after channeling. Still more difficult than say a specialty bow shot, but that's the price you pay for channeling and casting in the same round.

    Now, I do agree with adding a default <P> to tests that do not specify a difficulty, for example the test to see if an insanity becomes permanent. That is not listed in the book, but I believe it is implied.

    I'm going to try another session (one with much casting) and see what the impact is.


  3. Sorenthion said:

    NeZZiR,

    I looked at your caster reference card and I had a question. Where did you find the rule that you lose or gain 1 power per turn until you reach equilibrium? All I could find is where it says that it slowly recharges or decreases but I could not find any specific number or anything saying when you lose that number. This has been bothering me all day! haha. Any help would be appreciated.

    ToM 33, 34


  4. Whoa! That's nice! I mean, it needs a few field adjustments, but wow... My players will love this! 

    A nice watermark, maybe like the old armor silhouette would be welcome. I'd kick up the stress and fatigue meters to 10 (just in case).

    Perhaps make a 2nd page (for the back) for misc equipment and other information from the old sheets (my players keep a kill record sometimes).

    If you move the misc equipment, you might make the 'Wound Threshold' area big enough to actually lay your wound cards on (without them getting in the way).


  5. Mal Reynolds said:

     

    Happy holiday Iron Ring from the artic Norway (norsca)

     

    Oh how I envy you, I must wait for the thaw to get my copy.  And you have 5 copies!sorpresa.gif

     

    you look like a cool group (my age), and the guy to your right Nezzir, look like a famous hollywood star, you know the one who does comedies.

     

    the norwegian word of the day: Krigshammer meaning Warhammer (yeah we sounds abit like babies speaking german).
    another word of the day: Jernring meaning Iron Ring.

     

     

     

     

     

    The 'guy to my right' is a personal trainer. He's degreed in it and has written several books on the subject as well as physical therapy and diet. He's even been on the Dr. Phil show and had his own exercise show! He's also a concert level pianist. It took us years to get all this out of him. He's a hell of a great guy and does a great 'Homer Simpson impression too! Very talented. He's very modest happy.gif


  6. I sent you a message Froo. Here's the standard fan disclaimer I've been using:

    This is a FAN MADE resource for Warhammer Fantasy Roleplay

    Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005. This edition © Games Workshop Limited 2009. Games Workshop, Warhammer, Warhammer Fantasy Roleplay, the foregoing marks' respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ®, ™ and/or © Games Workshop Ltd 1986-2009, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners. Posted with permission of Fantasy Flight Games.

     


  7. monkeylite said:

     I'm just guessing, but istm that the careers of the Iron Ring might be (from top left) Dwarf Runesmith, Human Assassin, Halfling Entertainer, Dwarf Engineer (with Firebug Insanity), Dwarf Thug.

    Dude! While you are close, but not dead on, for our current game. You are VERY close for their normal choices!

    Our current set up is (and these are just test character to try thing out before we start an actual campaign with new characters):

    • Top left: Me, GM
    • Top right: Dwarf Thug
    • Bottom Left: Human Wizard
    • Bottom Center: Dwarf Soldier
    • Bottom Right: Human Commoner (that seems spec'd to be a wrestler)

    The one you listed as 'Halfling Entertainer' ALWAYS plays a halfling (though none is available at present - much to his dismay). Two others ALWAYS play dwarfs. Your list was hauntingly familiar.


  8. I heart Boris' math lessons.

    We tried it tonight with the 'default <P>' on everything. There was no combat tonight, but lots of social interaction (and a few athletics/folklore/observation/intuition checks). There were a high number of failures compared to previous nights. Twice we had 4 rolls with <P> and only 1 success (observation isn't my parties strong point - both successes belonged to the mage).

    Adding an extra <P> to spells seems to make a big difference in pass/fail.

    Of course it will require more testing. I really hope we can get an official answer on this soon.

    My problems at the moment are:

    Is there a default <P> for casting (and other tests like insanity checks)?

    -and-

    Do divine casters get Piety and Invocation as starting skills (like arcane casters get Channeling and Spellcraft)?

     


  9. dvang said:

    I will need to look up the insanity rules to give you a specific answer ... but I think that in WFRP you should always assume the difficulty is <P> (easy) not 0 (simple).  That's seems to be more of the standard.

    That's a good question and one I'd really like cleared up. We had the same question for spell casting. Is there a default <P>, or do you just use the difficulty listed in the upper-left corner?


  10. Loswaith said:

    179 Listed locations Acording to the List.

    Though a couple had double listing with different webpages though same host location.

    Wow...that's a lot. I'm reading that they sold out the first print (saw it somewhere here on for forums). I wonder how many copies that is. A lot I would hope considering they sent out the Decree copies at cost (or there abouts).

    It would be cool to know how many copies are floating around out there.


  11. Loswaith said:

     

    @Sinister:

    For the 20+ years I have been playing RPGs I have yet to be in a group (or personally known a group) where all the players owned even a single book.

     

     

    My experience is just the opposite. In nearly 30 years of roleplaying, I have never been in, or even seen another group where every player didn't own at least 1 book (and in some cases gigantic bags full of them).


  12. Pyske said:

     

    NezziR said:

    [...] and delay allows the GM to place extra recharge tokens on your action cards (I usually go for the throat and take out block/parry/dodge cards).

     

    It seems an odd choice to put them in a LESS defensive position, given that  they are intentionally being "conservative" as opposed to "reckless".

     

     

    I know right? But I'm just mean like that.

    I justify it by saying they spent so much time concentrating on what they were doing they can't effectively defend. They get their conservative payoff by not rolling banes on the conservative dice. I can be a harsh GM happy.gif

    Edit: It's also a good tool if you find a player relying too much on a single zero recharge card. Forces them to switch it up a bit.


  13. Kaptain O said:

     

    You only have space for 6 open career advancements on your sheet, I am interpreting that to mean you cant train any more skills.

     

     

    Yeah, I was wondering about that myself. The first 4 are fixed, then the next six are a choice from your career sheet. Each sheet has 10 choices. Once you pick 6 of them (for 10 total including the 4 fixed), you are eligible to advance to another career, but it doesn't say you HAVE to.

    You can continue to buy advances from the list until you have all 10, then you could treat the rest as 'non-career advances (WFRP 37). It should be the same for other related categories. So, if it lists '1 talent', you can buy that 1 talent for 1 advance. Any additional talents you buy cost 2 advances. Same with skills. If your career card says '3 skills', you can but 3 from the list on the card at 1 advance each, after that they are 2 advances each (see non-career advances).

    So, yes - you could remain a 'Road Warden', but it would just get more expensive if you stayed in too long.

    At least, that's the way I'm reading it.


  14. Yes, the red sides of the cards generally have a little more 'oomph' to them. A lot of the melee red cards have more damage. So, you pay for that extra potential with a higher chance to botch the roll.

    Exhaustion gives stress/fatigue, and delay allows the GM to place extra recharge tokens on your action cards (I usually go for the throat and take out block/parry/dodge cards).

    There are times when either stance is a good choice, and I have a lot of players that hover around neutral so they can flip over fast if they need to.

×
×
  • Create New...