NezziR
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Everything posted by NezziR
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No, that's just it. It's covered. There are no special rules for mounted combat. You can fight mounted like you can from the ground (with the associated bonuses for calvary weapons). If you do anything out of the ordinary, then you may have to make a ride or mounted combat test. Anything REALLY out of the ordinary, you use 'perform a stunt'. There's no entry for a 'horse' yet, but I would suspect they add a soak or two and perhaps a defense dice to mounted combatants. That's the way I'll probably do it till a horse entry is released. You might want to require at least a trained Ride skill to do it, but it's up to the GM.
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Hey Sunatet, do you mind if I use your dice icons?
NezziR replied to NezziR's topic in Warhammer Fantasy Roleplay
Necrozius said: If you get the official "ok", do you want any assistance in creating these icons? Will you want them as larger, vector based icons? I can help you make vectors of them, if you want! I've already made them (see sample), but if I don't get the official 'go ahead', I'll need a set of symbols - so, hold that thought. -
Hey Sunatet, do you mind if I use your dice icons?
NezziR replied to NezziR's topic in Warhammer Fantasy Roleplay
Thanks Sunatet. Hey Jay, can I make and use a set of these in my scenarios? Here's a sample: I want to use them to make success and effect lines in a scenario. I have: 1 succuess 2 succuess 3 succuess 1 bane 2 bane 1 boon 2 boon comet chaos star If it's OK, let me know and I'll package them up for everyone to use, if not, I'll find some other way to do it in the document. Thanks, Nez Edit: I will package them with the 'fan made' statement and a 'symbols used with permission' statement for everyone to use. -
"the system is solid and has alot of fun elements" doesn't refer to anything you haven't seen. It's the dice pool system, the multi-level success/penalty system, the 3-Act episodes, the 2-page bestiary layout, and all of the other thoughtful things that went into creating the system. Being able to accurately evaluate a game like this takes time. There's the initial test, like the demo games, then theres a cooldown to think about things, then another game. After a couple of games and some time to think about things you get a feel for what the problems and the strong points are. I've played three so far, with that 'cooldown' to think about things, and I still think it's a very solid system and it's fun to play. There's a lot of information on the games in my "Nashville" demo thread. I've found a few problems, but I've gotten them all resolved, to my satisfaction, in the forums. That's just me though. Opinions may vary. Ultimately, you have to play it yourself and make your own decision. Actually, take my review with a grain of salt, please. Try it yourself and make your own decision. GL, I hope you get to take a good look at it - and I hope you enjoy it. Edit: I think something needs to be said. I've had a lot more time than most to examine things. I work at home, and I (currently) work a midnight shift (12 hour shifts, 7 days a week, till after the holidays). Things are pretty quite on midnights and I end up with a lot of time to fill. I've spent that time reading, writing, and wh*ring the forums. So, I have a leg up on the average person as far a exposure goes. It's been nice though. It's been a great way to keep myself occupied during the 'long dark'.
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Both the tracker and quick reference have been updated.
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Loswaith said: Dvang Said: ... You can see all together they are quite a bit thicker than the v2 rulebook. Considering all the stuff that *isn't* in the rulebooks and are on cards, that's a lot more information. Also consider a third of the v2 book's height is due to the front&back hardcover. So more information but less content given that some of the wizard/priest orders arent covered, and the smaller scope of careers and advancement capability, among no doubt other things. Yeah, you have to wonder what all's in there knowing the careers, actions, talents, insanities, spells, and most tables are now on cards. What's taking up all that space!?! Well, there are a lot of new concepts introduced. One of my favorites is the fresh perspectives on writing games and running campaigns. They devote a lot of space to that and there's some really great ideas in there. There's also a lot of flavor and source material (in the ToB and ToM, and some in the ToA, not so much in the main rulebook). The Bestiary is a chunky section, and there's a really nice scenario in the ToA. There are a lot of full page, full color spreads with play aids on them. They really made full use of the full color format. The books have a solid amount of information in them. They aren't filled to overflowing with space eating art. I mean, there's plenty of art, but it's not so much that they are obviously trying to take up slack space.
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Good question. I agree that GM presentation has a lot to do with game quality, but putting that aside, the system is solid and has a lot of fun elements. The core concepts of the game, the dice pools, the card system, the character sheets and career details, and other minutia work well and do what they are supposed to do. I think a more important point is, the game is easy to learn and easy for GMs, experienced and not, to step in quickly and produce a quality play experience. Don't be blinded by the shiny tokens. There's some good stuff here. The focus seems to have shifted from 'imposing restrictions' to 'granting freedoms'. It will become more clear once you've had a chance to read the books.
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WFRP3 Character Sheet (Updated)
NezziR replied to Shadowspawn2's topic in Warhammer Fantasy Roleplay
Page 2: Complettion should be Completion Speciality should be Specialty I think that's all the spelling errors. One of the points of the character sheet layout is that when they are folded in half they form a book. You might want to rearrange some of the fields where, if you fold the sheet in half, the main character sheet (with the diamonds) is on the front and the equipment sheet is on the back. This would mean page 1 has the equipment sheet on the left, and the diamonds sheet on the right. It would look strange when open, but it would be great when folded. Maybe make 2 versions? -
WFRP3 Character Sheet (Updated)
NezziR replied to Shadowspawn2's topic in Warhammer Fantasy Roleplay
First fanmade character sheet - w00t! Very nice sir - thank you. Mind if I post this on Geekdo along with my tools (I'll be sure and credit you)? -
Doh! You're right.
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Specializations for the ride skill are: Horsemanship, Trick Riding, Wagons, Mounted Combat, Long Distance Travel. There are rules for lances. Anything else would be covered by 'Perform a Stunt'.
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... Verena and Morr.
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ffgfan said: NezziR said: I would recommend 'Troll Slayer'. It's an anthology of short stories based around Felix and Gotrek. I've created several games around these stories. I've also created two campaigns. One based on the story "Dark Beneath the World", which ran for 2 years, and one from "Wolf Riders" which is centered in the Borderlands and it ran for nearly 3 years. In fact, any of the early anthologies are packed with inspirational source material that embodies the spirit of (because they helped shape) the Warhammer world. Some of the best ones are: Ignorant Armies Wolf Riders Red Thirst You know what Your talking about, those are great. I could only add some more like: Drachenfels Skaven Slayer (the 2nd book about Gotrek & Felix, my favoured) Laught of The Dark Gods (I don't remember that title so I could switch some words, it was from the 1st antology) I would say read some old books those were one of the best. I would also recommend Malus Darkblade chronicle. Oooo - excellent additions, especially the Drachenfels. The Genevieve one might be a good addition too. I completely forgot about that one. Hey, anyone remember the Konrad series? It was about a guys slow de-evolution (over the course of the 3 novels) into chaos if I remember correctly. I remember they printed two of the novels in the series, but didn't finish it up for decades. I have the whole series of original paperbacks that comprised the initial offerings of novel fiction from GW. The set is from GW England and is printed in large format (the books stand higher and wider than my other paperbacks on the shelf). There's like 12 or 15 of them. I'm pretty liberal about lending out paperbacks to friends, but I don't let anyone touch that set. They are old and a bit brittle after all these years.
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Warhammer Book Guide - WFRP Edition
NezziR replied to morskittar's topic in Warhammer Fantasy Roleplay
Wow... Excellent list! Thanks for this. I have an original print of Liber Chaotica. After seeing how much the original prints sell for, I'm afraid to look at it... -
Glad you guys like it.
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Weird, I've been wearing mine out and it looks good as new. There's a crease on the left hand edge of the cover. I bent that back and limbered up the crease right away so it wouldn't pull it away from the binding when I opened the book. Someone mentioned they had theirs 'spiral bound' at a copy shop. Might want to look into that since it's already loose.
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HedgeWizard said: Um - I would like to hear about the social aspect of the system. I am in the middle of writing a campaign, and will translate the mechanical components to v3 once I have the system. Still, as I write, I like to have some better understanding of the mechanics so that I can design to a less extent the encounters. If Nezzir or someone more familiar can elcuidate that portion, pretty please? Cheers! I assume you're talking about 'social encounters', or game situations in which social mechanics can be used. There are several way social encounters can be handled. They can be handled with a standard skill check, just like other games. They can be handled with augmented skill checks, which are skill checks using action cards. Or you could use the unabridged RAW and do a full on social challenge (some people are calling this 'social combat' or 'verbal sparing'). The standard and augmented social interaction checks need no explanation. They are equivalent to rolls you've made in any game and should probably be used to handle minutia like haggling or asking directions that are not a major focus of the act (though more elaborate encounters of this type could be fun once and a while). The full blown social challenge is an encounter in its own right and usually specifically written into an act. They will generally be planned in advance and will have an affect on the act or episode outcome. Social challenges have many mechanics in common with combat. You roll for initiative (using Fellowship instead of Agility), you play Action Cards (there are special social skills and talents), and you create and roll dice pools and interpret the results (to the benefit or detriment of the party). There are no 'manoeuvres' (though I suppose there could be) or 'social hitpoints'. Session usually involve players talking back and forth with the GM. As the encounter progresses, the GM will typically award fortune or misfortune dice, depending on the strength of the players performance and the attitude of the NPCs involved. Now and again, your GM will probably stop (perhaps at pre-defined points) and allow a roll that includes any modifiers up to this point and any action cards you may have declared in advance or wish to play. Progress for these encounters are typically monitored with a tracker and includes a defined goal or outcome. The above example is just one way to do it. It's really very versatile. You can allow the action cards to play an important part in the encounter, and the rolls to be the focus, or, you could fade the mechanics into the background and just use them to support the encounter while focusing more on the roleplay aspect. How BIG a part of the encounter the social challenge mechanics play depends on the GM and play style. Hope I answered your question.
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So... how many packs of sleeves do I need?
NezziR replied to CaffeineBoy's topic in Warhammer Fantasy Roleplay
http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=86&esem=1 http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=86&esem=2&esum=123 Total: 217+ = 5 packs of green $2.99 x 5 = $14.95 254+ = 6 packs of yellow $2.49 X 6 = $14.94 $29.89 FFS03 Standard American 2 1/4 X 3 1/2 IN 56 X 87 MM Green FFS01 Mini American 1 5/8 X 2 1/2 IN 41 X 63 MM Yellow (cut/pasted from my notes I made when placing my order - disclaimer: I got this info from other posts here. I ordered them already, but I haven't gotten them yet - looks right, but I'm only 99% certain.) -
Sunatet said: Very nice Looks a lot better than before (background in previous version made the text hard to read - looked cooler than the text ). If I may suggest something Nezz, try to add more space between the text and edges of background in the next version (parts of the text overlaps with darker parts of background). Will do. I'll try and lighten it (the background) up a bit too.
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Yeah, I've been considering that. I'm thinking of adding (divine and arcane) casting sequences and manoeuvre blocks on a third page. I need more to fill it up though. Still thinking about it.
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I've been thinking about this. Imagine this game with 4 more supplements. An arcane caster supplement (like Realm of Magic) A divine supplement (like ... whatever the divine one is called) A bestiary expansion (like the bestiary) and maybe a campaign toolkit expansion Now, those 4 supplements, with analogs to supplements in v2, would expand the core set to similar (or better, considering the campaign supplement, which is rumored to be what 'Project Thunderbolt' is) play value and long term capability of v2 with all its most important supplements (barring scenarios, which I'm sure are coming as well). V2 had all the 'basic' stuff there, but those sections (magic, divine, bestiary) weren't really solid offerings until the supplements came out (even then, I thought the bestiary left something to be desired). So, given the same time frame for release, couldn't v3 have the same core information levels after supplement release? I mean, you can say, "OMG this is not enough wizards!", but in v2, even though they were there, they were a little light in the ass. The same for Priests and Monsters. They really weren't useful till they were expanded. We had to wait. When they were released, they were awesome. I see no reason why that's not the case here, there's just a priority shift and some minor resource reallocation due to their choice of materials. We don't know what's coming up - this may have been the right decision. My opinions: There will be expansions. They will expand the system to, at a minimum, the information and option levels of v2. They will be awesome. If you snub your nose at v3 this early in the game, you might miss out on something really special. I would suggest people keep an open mind and don't 'argue' yourself into a corner this early in the game. Who knows, later you might be saying, "Aight, these expansions are awesome. This is starting to look pretty cool." From everything I've seen, things are moving in a very interesting direction. I'm curious to see how things play out. I'm very optimistic.
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Monster stat blocks..what's in parentheses again?
NezziR replied to Emirikol's topic in WFRP Rules Questions
monkeylite said: Nezzir has made a pdf Monster Token Tracking Sheet on the main page of the forum. It's in my sig now. -
Erik Bauer said: Within the V2 forum people is trying to recreate V3 strong points within the V2 gaming engine. That is: V3 of course has it's strong points and not just few of them... too bad they are countered by weak ones (namely marketing philosophy). So apparently people is trying to recreate them within V2. Why am I posting this there? Well to tell that it is not necessary to fall in the collectable spiral in order to play a narrative dice system with die pools and cool rules. Ah of course that there is no need of cards and tokens neither... everything can be done without fancy and expensive materials, believe me. I know I will not get any constructive answer to this thread but I feel it is right that the people know that because knowledge is freedom. Erik, What started out as a great question, capable of creating inspirational debated, ended up coming across as "I hate this system and you guys suck, but maybe I can squeeze something useful out of you." So even though your tone leaves a lot to be desired, I have some suggestions for you, if nothing else just so demonstrate that it's not so hard to stop whinging be more constructive. Use them or ignore them as you will. Fortune dice and dice pools: I like the idea of dice pools. There's no reason you can't use them with numeric dice. While playing, any time you give your players a mod, have them pick up an extra d10 or d6 and add it to the roll. You could slide them dice that add modifiers as you describe a scene. Perhaps dark colored dice for negative mods, and light colored for positive. Criticals: If you wanted to adopt a critical system, you could do the same, add another dice type to the pool - say a d12 or something odd. Then you could reference a core chart to see of a crit was generated. Say a 1 in 12 or 2 in 12 chance, then cross reference another chart based on the already dropped core hit roll. The more often you cause crits to be triggered, the more you would need 'not so deadly' entries. If you wanted a LOT of criticals each combat, make most of the chart minor things. In the future it wouldn't hurt to try not being so negative when asking for help. Eventually people will just start ignoring you.
