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Allavandrel

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Everything posted by Allavandrel

  1. This may have been discussed before in the forum, but it is unclear to me how fire arcs work in space fights. Since you do not record the relativ positions of all spaceships involved in a fight (except for range of course), how does it matter that a gun is pointing forward or dorsal? When does a pilot know whether she needs to manoeuvre her starship first before the crew is able to target a dorsal gun towards an eligible enemy? How will the crew know whether there is an eligible secondary target in another position? I might have overlooked something in the rulebook, but it will be really nice to understand the standard mechanics before we have our first game.
  2. It should be fun to play a Trader!! And your characteristics, skills and talents should be just as useful and important for the party as those of a combat-focused PC. IMO there should of course be a basic set of rules for trading in the core book for those of us who play games where buying/selling is a significant part of the storyline (and for GMs who haven't time to make homerules or new GMs who don't have any experience in making up solid mechanics for things like this). Other GMs are free to ignore the system and/or make their own. Here is a suggestion for how a simple system could work: When the PCs have obtained a cargo (or perhaps even before they obtain it) they want to make determine the best location to sell the cargo. The GM roll a Knowledge (Outer Rim) test -> the GM comes up with selling prices for a few nearby planets/stations based on a Base Price multiplied by a Planet Selling Modifier (based the wealth, civilization status etc. of the planet/station) provided in the Planet Characteristics -> Advantages/Threats could be used to give the PCs true/false rumours on market fluctuations at a given location -> Despair could indicates that the seller has tampered with the cargo. When the PCs sell their cargo, the GM sets the default price based on a Base Price multiplied by a Planet Selling Modifier and modified by any market fluctuations. The PCs roll an opposed Negotiate test against a generic merchant to determine the final offer -> the PCs then decide whether or not to accept the final price. The PCs might want to Charm or Deceit the merchant before negotiating the price to affect his/her attitude towards them or his/her estimation of the value of the cargo (modify the Negotiate test dice pool). When the deal is concluded, the PCs pay a standard 5% or 10% custom duty (the percentage should be playtested!) which can be lowered by a Knowledge (Education) test. When the PCs want to purchase a cargo, the GM consult the Planet Characteristics for Major Exports and roll a number of d100 on a Cargo Table (based on the wealth of the Planet) to determine which commodities are available for purchase. Then the GM sets the default price based on a Base Price multiplied by a Planet Buying Modifier and modified by any market fluctuations. The PCs roll an opposed Negotiate test against a generic merchant to determine the final offer -> the PCs then decide whether or not to accept the final price. Again, the PCs might want to Charm the merchant before negotiating the price to affect his/her attitude towards them (modify the Negotiate test dice pool). There are of course other systems that would work just as fine, but the suggested mechanics here are simple and make use of the relevant skills and talents … and narrative play keeps the focus on the characters and their skills, and not on the mechanics. What is needed from the developers to make this system work are: - A set of rules on legal trading in the core book, - A cargo table of 10-15 standard commodities including Base Prices and a d100 randomizer, - Planet characteristics including Planet Selling Modifier, Planet Buying Modifier and Major Exports. … and then the system should be playtested! Upcoming supplements could contain more information on commodities and mechanical details (e.g., determination of how many Enc can be bought or sold; more on market fluctuations and customs).
  3. Throughout the rulebook there is a lot of flavour text about legal trade and intergalactic commence. The players are likely to start out with a light freighter and the group may include a PC trader. Legal trading is likely to be the backbone of a long-term campaign while the PCs are doing a bit of smuggling on the side and help people they meet on their way. Meanwhile, the PCs are accumulating more and more finances which they use for investments in better equipment, infrastructures, projects etc. in order to increase their influence in the galactic hierachy. At the end, they might gain enough influence to be important players in the future of the galaxy and buy themselves a seat in the senate - at least, that is what they hope for. This has been the general structure in our RPG campaigns in the past, and it is also how we envisaged to play SW RPG. Therefore, for our group it is a disappointment that no rules on legal commence and taxation are presented in the beta version. I recommend that characteristics such as major exports and major imports and some sort of trade and taxation modifiers should be listed in the location characteristics for planets, moons, spaceports etc. A list of ordinary cargos, rarity and base price should be in the Gear and Equipment chapter along with rules for determining the amount of available cargo, negotiation of prices, and cargo manipulation. I could certainly use some help in setting the base prices of one encumbrance of Tibanna gas or Kriin wood?! Also, how do PCs become members in a trade federation or guild and what are the advantages and disadvantages? Please use this thread to give your thoughts on trade and taxation mechanics.
  4. The 'Under the Shadow' card in the video has a card text, which is different from the 'Under the Shadow' card text in the English version of the rules, but similar to the card text in the French version of the rules. This seems a bit weird!
  5. Why do you think there will be three copies of each card in the adventure packs? The update on adventure packs said that "These fixed 60 card decks include a new Hero, three copies of nine unique player cards, and the Encounter and Quest cards devoted to the included scenario". The will only be one Hero card and one of each Quest card. As there is 60 cards in each pack, we may assume that there will be one of each of two other cards as well.
  6. I guess the scenarios show how to build the encounter decks by showing which enemy 'spheres' to include in the encounter deck for each scenario.
  7. So, this was the first month without any news... ... let's hope the coming month brings some light into why FFG has neglected the announced update. One can only start guessing - licence problems, difficulties for the game producer, game mechanic trouble?!?
  8. This was rather disappointing! I cannot remember that FFG has misinformed their customers in this way before. Hence I am very sure that they must a good reason to postpone the announced game teaser.
  9. ... and now the error is fixed in the product description.
  10. In the product description it is said that there is 16 hero cards in the core set, but in the Hopeless Gamer interview designer Jason Walden says that there is only 12 heroes. I am confused!!! Do anyone know what the correct number is?
  11. We have town maps (Middenheim/Marienburg/Bögenhafen/Kemberbad/Delberz etc.) placed on the table in front of the players with markers showing the positions of PCs. There are so many visual informations on these maps, which are difficult to communicate to the players, and they provide both players and the GM with ad hoc ideas during play.
  12. stanmons said: Hi, We usually spend most of our sessions in story mode making skill checks. We never run anything else but combat in encounter mode basically because encounter mode tends to slow the pace unnecessarily. In our last session we had a situation where intimidation of NPCs was run in story mode but when things got a little too hot and weapons were drawn we converted into encounter mode and threw initiatives. Our wardancer woodelf acted first and perfomed a stunt to have her blade on a NPC leaders throat. We interrupted encounter mode and reverted back to story mode in which new intimidation check was done with huge bonuses. This happens a lot and game mechanics have difficulties to support this. For example, card recharges and power equilibrium are managed very loosely because time dimensions shift a lot. Not a problem as such but some action cards become questionable as they rely on more managed style of gameplay. It is almost obvious the game designers support a certain style of play but it is not said explicitly what. I hated the adventurers toolkit action cards as they are so tediously complex: have this card recharging while activating that card and so and so. You can see the conflict with our style of gameplay. No one even bothers taking these cards and they comprise of majority in that expansions unfortunately. What are your experiences, have you found any game mechanics to support your style of gameplay? I definitely agree with you that the the game mechanics have difficulties to support social interactions. The combat mechanics work well, but the social encounter mode doesn't. The reason may be that the developers have introduced some 'advanced' social Action Cards, but the 'basic' social Action Cards are missing so most players have to use skill checks instead. We have introduced a modified version of A Song of Ice and Fire RPG ' social encounter rules (there is a thread on this), which works fine for us because we played that system before. Hopefully, the GM toolkit or a later supplement will clarify this!!
  13. We were very sceptical about the idea of a rigorous structure for social encounters when we started playing 'A Game of Thrones' RPG. We used some of the same arguments as used in this thread - that it will interfere with good role-playing discussions, make things depend on die rolls rather than good arguments etc. However, we agreed to try it out. Now, we are glad we did because it has made social encounters much more interesting for us. The structure is in fact not as rigorous has it looks like in the book, and when you know the rules it goes fast with die rolls. The example above by Herr Anulfe is no problem using structured social encounter system; in fact, it looks exactly a standard social encounter in a structured system. The players often start out with one objective and change it during the negotiations, and they almost always use a variety of tactics to influence their opponent. As several people already have pointed out most social interactions can be handled with no or a single test; these simple social encounters do not use a structured system and these are not was this thread is about. Standard social encounters are the ones where the intended outcome is physically or socially dangerous to your opponent or out of character; and they are most often between the players and a major NPC. They have long-term consequences for the story. Complex social encounters are a series of standard social encounters that run for several sessions and the outcome has far-reaching consequences. Complex social encounters often involve a number a major NPCs. The players may try to influence Graf Boris to send his army to invade Nordland because they have been expelled by Theodore Gausser and now they want revenge. In order to influence Graf Boris they have to built a friendship to him and his advisors over a long period of time; and they may try to get his attention by a combination of heroic deeds and simple/standard social encounters. As a GM, the structured system has made me think more about how to handle specific social encounters before play. In the last year I have worked a lot on the potential negative outcome of social encounters. Before I 'cheated' a bit by giving the players the same outcome no matter the result of their skill test in order to keep to story rolling, and they hated me for that because they felt that social skills became useless, especially compared to combat skills. Now, I make a 'dual' storyline and always prepare on how the players may turn a negative social encounter outcome to something less bad or see alternative solutions in order to keep them optimistic.
  14. Munchkin said: Ok, two simple questions that I'm pretty sure I know the answer to. If a mage wants to cast a spell which costs less than his/her wp they don't have to channel power they can just cast the spell. Does this count as a quick cast?In other words, does a mage always have to channel regardless, is it part of the spell casting ritual? At the moment I'm playing that if they have the power they can cast the spell without channeling and it doesn't count as a quick cast. If a spell casting check succeeds but generates a miscast does the spell still go off as intended? I told you they were simple questions. It doesn't count as a quick cast. Quick cast is only when you channel first in the same action window. The spell still goes off as intended.
  15. HedgeWizard said: willmanx said: For a rule of guidance during social encounter (not every scene with social interactions), my GM's call is to require a number of influence equal to the NPC's FELLOWSHIP to win the encounter. I make them roll opposed FEL checks (see p.58 rulebook to set the difficulty), backboned by a good roleplay (adapted to the PC's capacities, not every character is chatty) I usually build a tracker with two tokens : one counting PC's successes and one counting PC's failures + NPC's successes. Sometimes I use Willpower (intimidation) or Intelligence (pure debate), but I prefer to keep FEL as THE major characteristic during social encounter to make it a Super-chara as the other are. I like the use of the Fel threshold, though I would will likely use WP as the characteristic if the NPC is opposed to their actions. I have been noodling something fairly formal or involved but still quick by cribbing from Green Ronin's ASOIF (Game of Thrones) RPG. There, your disposition towards the target, and theirs towards you, modifies the encounter. They also have a sense of Social Defense (armour more or less) which is akin to the necessary successes. The challenge is to create something that is quick to develop on the spot, but captures some decent amount of intricate interaction. If I ever get over this massive hump at work and have time to develop it, I will share. My point with starting this thread was to highlight the (IMO) lack of guidelines for how social encounters in WFRP 3rd are designed to work together with the use of action cards and skill checks. However, we also used a primarily ASOIF RPG modified version with three levels of social encounters (simple, standard and complex). Our gaming sessions are heavily intrigue-based, mainly inspired by The Enemy Within. Here are my GM notes without any details: Social Encounter 1. Type and Composure (set up progress tracker or tokens) a. Simple = WP (A single round) b. Standard = WP x 3 + 1 per Discipline trained c. Complex = A number of successful standard social encounters or deeds (default is until Friendly disposition is obtained) 2. Environment a. Location b. Participants 3. Objective a. Friendship b. Service c. Information d. Deceit (mask intentions) 4. Disposition (<FF> to <MM>) a. Friendly (<FF>) b. Amiable (<F>) c. Indifferent d. Dislike (<M>) e. Hostile (<MM>) f. Circumstantial i. Allied family (<FF>) ii. Attractive (<F>) iii. Known for honor (<F>) iv. Known to be just (<F>) v. Ugly (<M>) vi. Known to be cruel (<M>) vii. Distant origin (<M>) viii. Different race (<M>) ix. Antipathy against religion (<M>) x. Known to be treacherous (<MM>) xi. Enemy family (<MM>) 5. Initiative (Fel) 6. Choose actions. Each participant has only 1 action (either a, b or c). a. Action Card b. Skill check i. Charm (Fel) vs. Charm ii. Guile (Fel) vs. Intuition iii. Intimidate (St or Fel) vs. Discipline c. Assist an ally (support <F>) 7. Role-playing (<FF> to <MM>) 8. Roll dice If target is Influenced by an Action Card, the target is influenced by Fel or St, whichever is relevant. If target is Influenced by a Skill check, the target is influenced by 1. <Boon> Grant <F> to next PCs social action <Boon> Influence target by 1 <Boon Boon> Recover 1 stress <Sigmar's Comet> Influence target by 1 <Bane Bane> Suffer 1 stress <Chaos Star> You loss 1 influence 9. Repeat or Defeat a. If Composure is reduced to 0 or less, you are defeated b. If Distressed, you are defeated 10. Resolution The consequences of defeat depends on the winner’s objective, disposition, roleplay and social actions, but the GM should have formulated before the encounter takes place. I hope they make some sense to other people. These rules work fine for us, but the implementation of Action Cards could be improved.
  16. Thanks for your answers, Dvang! I will like to make a few replies below. Why are there no basic social action cards with standard actions with a recharge rate of 0 such as "Bargain", "Convince", "Impress", "Seduce", "Provoke" etc.? Because they can easily be included under the "Perform a Stunt" Basic action card. A: There are a couple of reasons why "Perform a Stunt" cannot replace basic social Action Cards. First of all, the descriptions on the card and in the rulebook say that the card is used to apply a skill in an unusual, dramatic or story-driven way - when the players engage in a very important social conflict, it is not necessarily very dramatic and stunt-ish; Second, "Perform a Stunt" doesn't have the Social trait, so it doesn't interacts with many other social Action Cards. What does it mean to Influence a target and is the effect different from the effect of a successful Charm, Guile or Intimidate check? It depends on how you as the GM are running the Encounter. If you are using a track for how well disposed the NPC is to the group, Influence usually means to advance the track marker.Charm, Guile, or Intimidate may or may not advance the marker. More often, they provide bonuses to subsequent social rolls that do influence the NPC. A: I cannot find anywhere in the rulebooks where guidelines for how Influence by Action Card works and how it relates to the effects of skill checks. I can of course make up some rules myself based on how it works in other RPGs, but to me it is not clear how it works in this game. Is the "social damage" on the opponent the same from a successful "attack" by a PC with Fel 5 as it is from a PC with Fel 2, or am I supposed to make my own rules here? On page 60 there is a list of guidelines for Combat Modifiers - why isn't there a similar list of guidelines for social encounters? Again, I can make my own or get a list from other RPGs. Does social Action Cards really matter? It depends on what effect the PC is looking for. Yes, they can produce quite significant results over a simple skill check. A: Can they? It is really difficult for the players to see whether they really have an effect as there are no visual "social damage". Also, many social Action Cards provide an advantage to that players other Action Cards with social traits, but the social Action Cards are often very situational, so a player rarely have more than one or two that can be used in a given encounter. Are skill checks social actions? They can be, I think. I'm a bit fuzzy right now. I suggest looking up how first aid during combat works, whether it uses a maneuver or an action. I think it might be a maneuver, though. Of course, in the end it's always entirely up the the GM's desire. A: Nowhere in the rulebooks does it say anything about normal skill checks as being played as "Action Cards" or having the social trait. On the contrary, on page 52 it says "Use a skill. As a manoeuvre, a character can use a skill to perform its normal function" and first aid is a manoeuvre. If skill checks are manoeuvres, how many can you attempt per round? GM perogative, as with a lot of WFRP 3e. I'd personally only allow 1 skill check. They can do other manuevers, such as movement, etc. A: Nowhere in the rulebooks does it state that only 1 skill check is allowed per round. Again, is the GM supposed to make his own rules on something as fundamental as this? What other social manoeuvres can you attempt? Whatever the PCs can think of, really, that fits as a maneuver rather than as an action. Lighting a pipe, for example, would be a social maneuver. Sitting down in a chair, or standing up from a chair, is a social maneuver, etc. How do we best promote discussions, debates and disputes between players and NPCs, while we also have to play Action Cards and roll skill checks in a turn-based order? It depends on your group and how they play, and how you GM. Personally, I ask the active player for a brief "what do you say" and if they are using any skills or actions to accompany it. They roll, I give a short response on the results, then move to the next person in initiative. A: This is what I really dislike!!! An important social encounter with intrigue, deception, persuasion, cunning and convincing attempts should give a heated and exciting dialogue where the players have to think fast. It shouldn't be "what do you say" - charm check - "what do you say" - charm check .... Therefore, the roleplaying debate of that round should in my opinion be a dialogue between the GM and all players. Then, they should be given Fortune and Misfortune dice based on there preformance and the Action Card they have chosen for that round. Then, all players and the GM should make their dice rolls in initiative order. Then, next round begins if noone has yielded. Exciting social encounters have good arguments and fast thinking and should allow all players to participate. I don't understand why we are not given a Social Encounter Sequence like the Combat Sequence (rulebook, p. 57-61). I'm not sure what you mean. Social Encounters do have a sequence exactly like combat. Roll Init PCs and NPCs act in order of Init, including deciding which PC/NPC acts when. PC/NPC uses skill/social action. Results are handled (usually adjusting an influence track) Next PC/NPC in init order acts. etc. I don't know really what you're looking for. The (usual) objective of Social Encounters is to reach a certain level of 'influence' with an NPC. Bascially, you have a track laid out for the encounter, possibly having special spots on the track where 'sub-events' happen, or sometimes just a straight one with an end. The ultimate goal is for the PCs to get their marker to the end of the track, although often tracks have smaller (and increasing) points of success. You could also have a tug-of-war type track, although that risks a stalemate. For example, the Emporer's Decree Social Encounter. The point was to convince the merchant to let them in the coach and give them the box. For the end (second) event Klaus gives the package freely to the PC. There is also an earlier first event space, where the PCs have convinced Klaus to let them in the coach, where they have a better chance of actually seeing where the package is being kept. Should Klaus's marker get to the end of the track first, he gives a take-it-or-leave-it position that he cannot be swayed from. So, while the PCs might not have gotten to the end first, if they reached the first event space and got in the coach, they might have seen where the package is. If this is the case, more unscrupulous PCs could still obtain the package without giving in to Klaus' demands by attacking him and taking the package by force (since they know where it is). A: Based on the arguments above I don't believe that social encounters should follow the same one-player-in-focus-at-a-time sequence, which works fine for combat but ruins good social encounters.
  17. I am very frustrated about the lack of guidelines for running Social Encounters!?! The only information we have is that (1) Initiative is based on Fellowship, (2) Action Cards can be played, and (3) a loosely structured example is provide in "A day late, a shilling short". How is the sequence of play? Why are there no basic social action cards with standard actions with a recharge rate of 0 such as "Bargain", "Convince", "Impress", "Seduce", "Provoke" etc.? What does it mean to Influence a target and is the effect different from the effect of a successful Charm, Guile or Intimidate check? Does social Action Cards really matter? Are skill checks social actions? If skill checks are manoeuvres, how many can you attempt per round? What other social manoeuvres can you attempt? How do we best promote discussions, debates and disputes between players and NPCs, while we also have to play Action Cards and roll skill checks in a turn-based order? I don't understand why we are not given a Social Encounter Sequence like the Combat Sequence (rulebook, p. 57-61). I believe it would have been much easier, if characters have "social strenght", "social toughness" and "social hit points" and chosen an agenda (not necessarily known to the GM) for what they try to obtain by engaging in a specific social encounter. I am just thinking laud here... Hopefully, a future supplement will put some structure on Social Encounters because at present Chaos has won!
  18. The map exists along with all other province maps. Google for maps by Black Spectrum.
  19. Lucas Adorn said: Thats Why Magic Darts is Petty Magic. Its probably one of the first spells a wizards learns to master. In game mechanic terms it is not very interesting what a NPC wizard apprentice learns as the first spell. The question is what should the GM add to the dice pool in terms of Challenge and Misfortune dice in order to make spellcasting exciting for the players (and especially for players with spellcasting PCs). If you take the Sigmar rank 1 blessing Penitent Zeal as an example, it has a difficulty rating of two Misfortune dice, making it impossible to roll any Chaos symbols under default circumstances; however, it still have a result for rolling a Chaos symbol!?! It is clear that Challenge dice should be added to the dice pool by the GM. I recommend that the GM 1) as a default adds 1 Challenge and 1 Misfortune per range level beyond close range; 2) adds an addtional Challenge per spell rank above the wizard's rank; 3) adds Fortune and Misfortune dice based upon whether the wizard is casting spells in an environment where the relevant wind of magic is present or absent (this is extremely important for spellcasters in the warhammer novels; and I definitely believe that this also should be very important in WFRP because it provides an excellent synenergy between the atmosphere and the spellcaster). This will probably not do much with the high chance of success, but it will have an impact on the Boon/Bane ratio and the risk of rolling Chaos symbols.
  20. Munchkin said: If I was a mage I would seriously consider never using the spell if there was a chance of miscasting it. Have you read the Miscast cards??? The consequences of miscasting are extremely mild. Most of them are just "suffer 1 stress and 1 fatigue" or "suffer 1 wound". Miscasting is no serious threat under normal circumstances!!!
  21. Fresnel said: Compare Magic Dart with Flameblast. Difficulty: <B> vs. <P> Base Damage: Int+3 vs. Int+4 Magic Points: 3 vs 6 Consider the Bright Order ability to add +1 dam per +2 Power expended. Magic Dart becomes Int+4 costing 5 power and it's easier to cast... The Bright Order ability only counts for Bright Order Spells, not Magic Dart! Also, the argument that "... it's easier to cast" is irrelevant because both spells have a succeed ratio of more than 95% for a standard starting Bright Wizard PC (int 5, spellcasting trained).
  22. I recommend to add a default Challenge die to all spellcasting and blessings, and add a Misfortune die per range level beyond close range. I guess most Wizard PCs start with 5 Int + spellcasting trained (and maybe even a specialisation in Basic or Rank 1 spells). So, to prevent a starting character from hitting with Magic Dart more than 95% of the times, it is necessary to increase the challenge level. A single additional Challenge die only lowers the chance of success slightly, but it increases the chance of miscasting. In my opinion, if your wizard hits all the time combat encounters get boring very quickly; but if the default chance of success is relatively low the wizard has to increase the chance of success by adding as many Fortune dice as possible (e.g. cast from shadows, near flames or outside; decrease the distance to the target; cast from ambush; cast as part of a well-planned tactic; ...). This increase in challenge level is balanced by adding an additional challenge die to Melee Attacks and Ranged Attacks.
  23. dormouse said: A player may only ever take one single action at a time and then it is their opponents chance to either respond or play an action of their own. If your opponent passes it is back to your opportunity to take an action. Once both players have passed consecutively then that action window closes. Thanks a lot, Dormouse! Is the action sequence your houserules or has it been officially confirmed somewhere? ... and another question: What happens if the active player takes an action, then the opponent passes, then the active player takes another action - is the opponent then allowed to take an action or is it illegal because she has passed previously??
  24. So we still don't know who should take the first action in an action window, and how the sequence of play should work... This is disappointing!! Hopefully, the next FAQ update lets us know.
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