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NezziR

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Everything posted by NezziR

  1. doc_cthulhu said: Do the numbers actually line up while printing double-sided? Because that would be awesome! I didn't even consider magnets but now that you mention it, it sounds like a good idea. What I had in mind (and why I didn't consider putting the wounds in several rows) was using paperclips as track marks as in Deadlands. It's so simple and easy way that I've used it ever since I tried it. According to Maelstrom Games my order of the WFRP3 box was completed so when I really get it I might make some changes and will certainly add the box for Talent & Action cards. I did have it in mind while making this but the second page was done in a hurry... But I'm glad that so many of you guys seems to like it! Would have been a bummer if nobody did. ^_ I didn't even think of paper clips. That's a great idea. Better than the magnet idea, because you can flip the page over. The numbers don't line up exactly, but it's so close it doesn't matter. They are 1/16 to 1/8" off. If you used small paper clips it would mark to the same number front and back. If you shifted the numbers on the back/right up about 1/8" and the numbers on the back/left up a 1/16" it should be close enough for government work. The bottom numbers are fine. The only problem I had with it is the bottom of the banners on the left and right outside was cut off. It didn't cut the numbers off, just the box they are in. It's pretty insignificant and really doesn't matter. It's probably my printer anyway. Again, **** nice job. Thank you.
  2. Maybe they will expand the dice later... That's an interesting thought.
  3. Oh, that steers me in the right direction. Thank you.
  4. The Asgardian said: Stances: In a neutral stance what side of an action card does one use, Conservative or Reckless? When you create your character the number of pieces you have on each side determines your default stance. If you have mostly red, it's reckless. If there are equal amounts on both sides, you choose your default stance when you create your character. Your default stance (chosen or determined by your stance) determines which side of the action card you use when in neutral stance. Edit: Doh! Someone else answered that already. There's a great explanation for 'Active' defense in the Rules Questions section somewhere.
  5. Regarding the first point in the OP: I wish you could handle my copy. I wear it out. I've read it through several times, flipped through it over and over, helping answer questions on the forum, and everyone I know has handled it near to death, and it still looks like new. The only thing I did to it was crease the covers. Near the spine, there's a crease put there by the manufacturer. I cracked that crease (front and back) as soon as I opened the box. This keeps the stiff covers from pulling the pages away from the spine. My pages are still glossy and flat, despite being stored in a slightly damp basement. There's no wrinkling or sticking. The pages are supple, not stiff. I sleeved my cards, so no problems there. The career cards are warping a bit from the moisture (does anyone know of a sleeve large enough to fit them?). The quality of the material is the LAST thing I would question regarding this release. Perhaps your copy got wet or something?
  6. I don't know man, I mean, I see your points, but all I know is I've played several games now WITHOUT having to go to the books for much of anything. Don't get me wrong, there are a few things that are unclear, I've posted about them in the 'Rules Questions' section, and I even commented about the sometimes 'disjointed' layout in my review, but all in all, it's pretty clear, and in my opinion, a very elegant system. Comparing it to some of the other systems I've GM'd, it's a pleasure to run. It feels a little weird playing and not having to flip through a rulebook every 10 mins. One of my biggest problems with the game is weening myself from being a rules lawyer. It's refreshing and more than a little hard to articulate.
  7. Emirikol said: Anybody tried to print it yet? jh I printed it just now, double sided, looks great.
  8. I might put this on a metal clip board and use small magnets to track stuff. That's a really nice sheet Doc - thanks a bunch!
  9. Sunatet said: dvang said: Hehe, thanks Sunatet. Something I noticed and thought of while I was using it ... it might have been nice to have the displayed results match whether you had the full or the canceled showing. As it was, I had to manually type out the canceled end results. Either swap as clicked, or just have a new row that displays the canceled results in NezNotation. Not sure if that you had in mind, but I changed the log, so depending on the tab you are currently on (either "Result summary - cancelled", or "Result summary - full") you see the sum of all results, or cancelled results in the log... I probably make no sense.. just check the roller, and tell me if it is ok LOL! Dude, that's awesome! You've turned that thing from a simple dice roller into quite a handy tool!
  10. Sinister said: Nezzir or Emirikol, you guys are pretty on the ball. One of you want to tackle and FAQ and one the errata? I can contribute but I don't think I can take on the full project. Specifically, it's the very last page of the book for the Priest specialty card rule, in the Tome of Blessings. i'll post more when I get time. I already started one. Most of the entries are on the 2nd page of my quick ref sheet. I have a few more entries that I haven't put on it yet. I'm guessing that by the time we compiled and released one, FFG would already have one out. They seem pretty on the ball about this stuff in previous offerings. Also, we mailed some questions in. Jay sent an email back to everyone (that asked rules questions) saying that instead of answering them one-by-one, they would answer them all in the up coming FAQ. So, I'd say Jay and Co. are typing their fingers off right about now. After that's released, if there are still questions, we should probably start a 'Community FAQ and Errata' thread.
  11. Could we get some page numbers for the stuff you found? I'm still looking for what actions, skills, and talents a priest starts with.
  12. I love reading posts like this. Glad you got your money's worth. Game on!
  13. No, not yet, but an email said there was a F.A.Q. incoming.
  14. Oooo - nice. When we only had one book, that was what I had to share with other players to most. Thank you.
  15. Those rolls are very similar to what you would expect from a melee or ranged damage character with similar stats. Not a huge difference between <P> and <PP>. The biggest difference is, on average, <PP> doubles to chance of a miscast. Looking through the miscast cards, there are some pretty significant results (some of them affecting more characters than just the caster). There are effect that: Add <P> to rolls Everyone suffers 1 fatigue Add wounds, stress, or fatigue (a lot of the stress and fatigue ones) Add to soak or defense and other weird effects. Those extra stars could kill or incapacitate the caster or the party. I would almost (almost) say there's a bigger potential for effect on combat from the miscasts than from the damage the caster does (both good and bad). Increasing <P> doubles the chance of that occurring. That actually sounds kinda fun...
  16. Emirikol said: Yes..and it would be wise to get a copy of Sigmar's Heirs before they're gone. jh I would recommend Shades of Empire as well. I was kind of 'meh' about this book at first, but there's some really good stuff in it.
  17. You could do away with (the little) cards all together if you write stuff on the sheet. The (larger) action cards would be a little tougher - they have a LOT more info on them. You could put them in a plastic card sheet if you wanted them to act more like a sheet of paper. Little cards in this case are wounds, conditions, insanities, and persistent miscast results. Little cards would also include talents and career abilities (I think that covers them). You just need enough space to record what's happening. Personally, I'd keep wound and condition cards. These are temp conditions and could change a lot. Most miscasts are usually resolved right away. Talents and career perks are long term. Insanities are also more long term. Any temp effect, like conditions, wounds, crits, or anything else that goes away at the end of the combat could be stacked in a 'conditions' and a 'wounds' pile. Long term things, like insanities, career perks, talents, and long term injuries could be wrote on the sheet. That way, you're never handling cards more than the length of a combat.
  18. Interesting... Remember that Sunatet's dice roller converts the results to NezNotation. You could just roll them and cut/paste the faces. Might make it quicker. I'd be interested to see what the same results were without the extra die. Then I'd be interested in an official ruling
  19. He's talking about Shadowspawn. He pops in every now and again. You could probably send him a PM.
  20. doc_cthulhu said: Okaaaaay! Now it makes a whole lot of more sense and seems a lot more practical than build the track every time. I'll see what I can do. It seems like the best idea would be to have the puzzle pieces at the top or the bottom of the sheet and check boxes over/under them. This would easily indicate the maximum amounts and still give the possibility to use a paper clip (or the game marker) to track the stance. Seems though that they should be big enough for GM and other players to see when needed. I'll see what I can do. PDF out tomorrow. There's a post by Froo where he made some blank puzzle pieces. Froo is a really cool guy, I'd be he wouldn't mind if you used them - ask him, it would save you some trouble. All totalled, we've reduced: stance meter, fatigue/stress, & talent sockets. Non-crit wounds could probably be tracked instead of having a stack of cards if you really wanted reduction. Yeah, that was the reasons for my suggestions. A lot of people claim they would be happier with out so many 'bits'. Though I love all the little pieces (and they are much easier to manage once you play a few times and work out your own system), I've always been of a mind that it would be easy to design a sheet that eliminated most of them (or freed them up for other uses). Doc's showing that you really can. That was the reason behind my suggestion to make the wound section the size of a card. That way, you could just stack the wound cards on the sheet - further condensing the play area. Same with condition cards. Two spots on the sheet that size gives you a place to stack the cards. If you look though, say at picture 2 in my post above, even spread out it doesn't take up much more room than a standard character sheet. But, with a sheet like the one Doc is making, and a clip board, you could play in an easy chair instead of having to sit at a table.
  21. doc_cthulhu said: NezziR said: If you replaced the symbol notes (which won't be used after the 1st or 2nd games) with a blank puzzle piece track (froo made some blank outline pieces), then you could use your stance tracking token on the sheet itself and free up those tracking pieces. This also somewhat confuses me. Isn't this covered with the Stance Advancements-box? If not so that could be a good thing to add. All other advices are taken in account and the thing is almost done. I still need the paperdoll for armor for the front page (anyone up to draw it for me? As I know I wouldn't be happy with some crap drawn by myself). Second page is half way through but I think I won't be finishing this today. Tomorrow seems much more likely. So is there still some ideas? For example what to include on the second page? Currently the second page includes: insanities, critical wounds, friends, enemies, notes, equipment and money. Well, there are really two aspects to the stance tracker (though they could easily be folded into 1). The first is, your default stance tracker build, or configuration (including additional pieces you may purchase throughout your career). It's marked on your sheet as a reminder of how to build your physical stance tracker each session. The second is the actual stance tracker that you track your stance on during the game. When playing, you have a small stance tracker, made from the puzzle pieces in the box, that sits over your character sheet where the GM and other players can see it. When you alter your stance, you move the piece (and consequently alter the way you use the cards). It serves a second purpose as a 'turn marker'. The tracking token may be flipped over to indicate you have taken your turn this round. What I was suggesting is that you put a long tracker across the bottom (or top) of the sheet, one that could be colored in according to your current track build (eliminating the need for an entry on the sheet just show what pieces you've purchased and have available), that could be used to track your stance (with the tracking token) and indicate your turn status (if you've gone or not). This would further condense the play area, eliminating the need for a floating stance track, and freeing up more pieces for the GM to build whiz-bang trackers. It's just an idea, not telling you how to build your sheet - it's looks amazing and my players love it! Edit: Here's an example: On the back of the sheet (bottom, left side) you see an entry called 'STANCES'. You fill in the boxes to show how many stance track pieces you have available to you (from your current career and from purchases). In this picture (over the character sheet, on the left) you can see the actual stance tracker, built according to the marks listed on the back of the sheet. What I was suggesting is that both of those things could be combined with a fixed stance tracker at the top of the page and the tracking token you see (in the 2nd picture) could just be placed on the sheet. Instead of marking the spaces (like on the back of the sheet), you could just color in the spaces and put your token on it.
  22. On WFRP 16, Paragraph 2, it says: When this refresh occurs (talking about refreshing fortune from the party sheet), each party member who currently has few than his maximum number of fortune points may claim one <snip> Then again, in the same paragraph: A character that already has his maximum number of fortune points cannot claim a fortune token <snip> I'm pretty sure 3 is the implied maximum number of fortune points. It refreshes to max at the beginning of each session.
  23. pumpkin said: NezziR said: There is a rule where if you have "excess" power, unless you concentrate (use a manuver) you lose 1 power on your turn. Can't find any rule that if you have less, you gain one though. Ahha! Yes! This is where it came from. Stay with me now: On ToM: 34, under Excess Power, it says: ...but they need to concentrate a small amount of energy to keep power from dissipating as it tries to reach equilibrium based on their Willpower. To reflect this, a spellcaster must spend a manoeuvre on his turn to control this excess power. If the spellcaster cannot or chooses not to spend a manoeuvre to control the extra power, he loses one power. This demonstrates 'power going down', seeking equilibrium, and provides a mechanic from keeping it from doing so (though it would have been nice if it had been assigned some timing, such as 'in the Beginning of Turn Phase'). So, we have a 'battery draining' example. On ToM 33, under Channeling Power, it says: When his power level is below his Willpower rating, his power slowly recharges, until it eventually reaches his Willpower rating. When his power level is higher than his Willpower power slowly dissipates unless the Spellcaster can exert control <snip> This demonstrates both the recharge and the dissipation concepts, back to back, and using the same verbage (slowly). This is where I got in trouble. I assumed because (it appears that) power recharges and discharges at the same rate, and power will discharge during combat rounds, that it would recharge as well if it was lower than the casters Willpower. Since it never says that power increases during combat in the book, and since no concrete timing is provided for the mechanic, it is likely my assumption that power goes up (instead of just down) in encounter mode was wrong. I will update the caster sheet to reflect that on next release. Thanks for helping me sort this out. It was starting to bug me.
  24. Thorvid said: Off Topic: Nez, I think you may want to use kugelsacken, as sachen is "property" if I remember correctly. Although, "ball property" does do the image justice. -Thorvid BTW, not a native speaker of German or Reikspiel. Holy crap! It's really a word?!?
  25. You also forgot that the apprentice wizard career provides an additional [W] to casting Rank 1 spells. Doh! My caster had that card under his action card stack and I didn’t see it. You also forgot that the orc can block or dodge the Ranged Shot, adding an additional to the attempt. Right again, he could also do the same with the lightning. Both channeling and Flameblast get much better with more than 1 success and 1 or more boons. Yeah, I haven’t even looked at how much it improves. Let’s take a look: Let’s assume no challenges or banes, 3 successes (the max that will do either any good) and the rest boons. No comets or chaos stars. No extra <P> for the caster. No dodge or block – optimal situation for each. The Wizard casts Flame Blast (Spellcraft(Int); 6 power). Pool: <BBB>®[Y] Caster does *SSSBBB* (*SB* on reckless die) Caster does 12 damage and 1 critical Note: Cast can only cast this spell every other round. Recharge = 2. Archer fires. Pool: <BBB>®[Y] Archer does *SSSBBB* (*SB* on reckless die) Archer does 11 and can perform a free manoeuvre, or, regain a stress or fatigue, or, may trigger a weapon critical. Note: Caster still has two potential chaos stars (assuming he channeled). Caster will also need to channel again soon. Note: Archer has 1 less <P>, but one more and another if there’s a block or dodge. So a max difference of trading <P> for [bB]. Comet: Would allow the archer to use it as a weapon crit, freeing his boons for a manoeuvre or some stress/fatigue relief. Comet: Would allow the caster to do another damage and another critical. Slight advantage to the caster now, including comets (but since it's recharge 2, the archer still trumps): Best roll caster: 12 wounds, 2 crits (every other round) Best roll archer: 11 wounds, 1 crit, reclaim 1 stress/fatigue (or manoeuvre) (each round) Note: This isn't some special trick archer. Just a guy with BS trained and using a basic action. So more like a wall guard or a hunter vs an Apprentice Wizard. Pretty close in power comparison I think. P.S. I just want to say kugelsachen again. Edit: Doh! I forgot the [W] again, but it would be wasted here.
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