NezziR
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Posts posted by NezziR
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Hmm... Well, I guess since regular damage is Strength+DR, unarmed would be just Strength. Monster claw damage is built into the stat line. When in doubt, I try to go with the simplest explanation - that usually turns out to be the right way (though I have been wrong).
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The tokens are for when you roll to see if it becomes permanent or not.
The severity is for when it's later treated.
At least, that's the way I'm reading it.
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Kaptain O said:
NezziR said:
Correct me if I'm wrong, but something to keep in mind would be that each 'crit trigger' can only be activated once per roll. This includes the weapons CR. So, in order to kill someone with a Toughness of 3, in one round, you would need an action capable of not only dealing damage greater than the targets threshold, but also able to generate 4 or more crits (including the one crit possible from the weapons CR).
Am I missing anything?
One wound is converted to a crit when you get ko'd so you would only need to do 3.
Oh yeah, I forgot that. So, it may be a bit easier. A character with a T of 2 could be an easy kill then. BEWARE!
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I don't think there is one. It's either 'none', or you can arm them with a hand weapon.
I suppose, if a creature had claws and you thought they should have a CR, then you could use the CR for a standard hand weapon, which is 3.
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Challenges:
Simple: <0>
Easy: <P>
Average: <PP>
Hard: <PPP>
Daunting: <PPPP> -
phobiandarkmoon said:
Nope, sounds about right. If Fate Points are gone, then I think that's a very good thing
I don't see any reason why you couldn't award you players some 'save your ass only' fate points if you were running a prolonged campaign. I probably will.
It's not the 'one shot' kills you need to worry about, it's the prolonged fights. In these fights there is more chance to accumulate crits. So, when you finally get knocked out, then you get to meet Morr. Also, due to the inherent difficulty in healing and removing crits, multiple fights, without prolonged rest, could be very dangerous. Sounds... realistic.
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Correct me if I'm wrong, but something to keep in mind would be that each 'crit trigger' can only be activated once per roll. This includes the weapons CR. So, in order to kill someone with a Toughness of 3, in one round, you would need an action capable of not only dealing damage greater than the targets threshold, but also able to generate 4 or more crits (including the one crit possible from the weapons CR).
Am I missing anything?
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Curry and Channel are both action cards that read 'Basic', so, they get those by default (just like 'basic' blessings and 'basic' spells are part of the starting package). But Arcane Casters get Spellcraft (a necessary skill for casting) by default, where as Priests do not get Invocation? This seems like an omission to me. I can't seem to justify it (unless you consider 'non-caster' priests to be an option I suppose).
I guess what's bothering me is that Arcane Casters get the following:
- Channeling (the Advanced skill they need to attain the power they need to cast)
- Spellcraft (the Advanced skill they need to actually cast)
- Basic Spells (3 spells listed as 'basic' available to all casters, I assume, as 'basic' skills are available to other players if they qualify)
Divine casters on the other hand get:
- Basic Spells
I cannot find in the book where it says they start with:
- Piety (the Advanced Skill needed to Curry Favor) -or-
- Invocation (the Advanced skill needed to actually bestow a blessing)
Comparing the two sections, it appears that the 'Training and Advancement' section was omitted from the Tome of Blessings. This is the section where it would state that Divine Casters started with those Advanced Skills. I have a player wanting to play a Warrior Priest. I would also like to wrap up my 'Divine Caster Quick Reference Sheet' and release it to the community.
In the mean time, I'll allow my Warrior Priest to have those skills as part of his start up package, but the Quick Reference sheet will have to be delayed until I can get a ruling from FFG (so I don't mislead people).
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That wasn't the case in old editions, and it's not the case in this one. To my knowledge there are no random elements to advancing (in any edition of Warhammer). You choose what you want to advance from a variety of categories based on the career you've chosen.
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I don't know that I agree with the default <P>. I haven't found anything saying that casters have that default.
The difficulty could mount up quickly. Remember, if you channel and cast in the same round (which will happen a lot), that's <P> right there. All but the simplest spells have an added casting difficulty in the upper-left corner. A lot of spells also have an additional <P> if you are engaged while casting. Couple that with the fact that {S} can be real bad for casters and you start to see why an extra <P> could be a serious problem.
I'll look into this, but till I find something, I won't be kicking my casters in the cod with an extra <P>.
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Maybe I read that wrong. Thanks.
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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?
Look on the upper left corner of the card. Also, check out my caster cheat sheet in my sig.
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Phantomdoodler said:
So how does the Rank system work. Is it completely linear?
Ie
Rank 1 (0-9 XP)
Rank 2 (10-19 XP)
Rank 3 (20-29 XP)
etc
You become Rank 2 when you complete (or otherwise move on from) your first career and on to the next. Since there are other things to spend advances on (like stat bumps), it is possible that you will have a lot more than 10xp when you achieve Rank 2.
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Gobbo said:
NezziR said:
Yep, my guys too. When the boxes arrive, we will have 5 core sets, plus the demo set. I will continue to use the demo set and keep my other one sealed.
I had to buy the demo set, so I won't be purchasing a second one...Yeah, I had to pay for our Demo box too (my FLGS is not so F to Warhammer players).
But, I had already pre-paid for my original order. So, I'll end up with 2. I will trade it for a used Arkham Horror and a used Battlelore

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Yep, my guys too. When the boxes arrive, we will have 5 core sets, plus the demo set. I will continue to use the demo set and keep my other one sealed.
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MAGIC THE GATHERING! THEY TOOK ARE JERBS! *rabblerabblerabble*
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Kaptain O said:
Say 3 PC's get 5,3,1 on their init test, the gobbo's get 2 and the orc gets 4, the init tracker looks like this:
P-N-P-N-P
Where P is player turn, N is NPC - so after a few rounds one of the PC's dies, so does the orc, what does the init tracker look like now?
P-N-P
I don't think it says if you take them off the top or bottom. I'd take them off the top (dying means things are going bad for your group). Either way, it's the same in the example you gave.
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Mordenthral said:
In this system, you suffer from crits as you are wounded. If you hit 0 wounds and have too many crits, you're dead. I fail to see much of a difference other than the v3 system being a more realistic representation of actually being wounded during a fight.
Yeah, I think that's the point. At the end of a fight you could have 1 wound and it could be a crit. Then you have to get that patched up. The first aid/medicine rules are pretty tough too. It takes a while to recover if you get beat up pretty good.
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Saint&Sinner said:
Now I'm confused. How many for each boxed set and each Adventurers Kit?
2nd post (my first post in this thread). That's all you need for the core set + the Adventurer's Toolkit, with a few left over.
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Imma go ahead and answer my own question. I think it's 'nay'. I looked at the demo characters, and though I know they aren't 100% legal starting characters, they are missing a lot of the listed trappings. It looks like the 'typical trappings' are suggestions and not granted equipment. You get the granted equipment from your Starting Wealth.
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The numbers I posted include the Adventurer's Kit. Sorry, I didn't make that clear.
@DonXIII The sleeves seem to be nice and stiff with strong micro seals. After sleeving all the cards, I didn't have a single sleeve split (say that 3 times fast).
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Oh! Here's one.
On the front and back cover of your book, near the spine, is a crease. I carefully folded the covers (front and back / all books) and limbered up that crease. That way, when you open the books, the stiff covers don't pull the pages away from the spine.
I've been wearing my books out and they are still in near perfect condition.
Happy Thanksgiving.

Question about Critical Hits
in Warhammer Fantasy Roleplay
Posted
Mordenthral said:
NezziR said:
Correct me if I'm wrong, but something to keep in mind would be that each 'crit trigger' can only be activated once per roll. This includes the weapons CR. So, in order to kill someone with a Toughness of 3, in one round, you would need an action capable of not only dealing damage greater than the targets threshold, but also able to generate 4 or more crits (including the one crit possible from the weapons CR).
Am I missing anything?
I thought I read that Comets can be turned in for crits; so +1 crit for each Comet that you don't use for something else.
Yep, you're right. That's another one I forgot to mention. However, that's actually a trigger for a weapon crit though, so I'm not sure you could spend to boons to trigger a weapon crit, then use the comet to do it again. Remember, each effect can only be triggered once.