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About Blackberry3

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  1. Limit of Stance Pieces

    RARodger said what I was going to say! So I'm in favor of no hard limit, but a sane limit.
  2. Noob question on Active Defense cards

    "No" is the correct answer there as clarified by FFG. A bunch of GMs do houserule that specialization in Parry would add a black die, though I don't.
  3. No Power to Lose

    That fits with my understanding of the rule. Let's see if anyone else has an interpretation to share.
  4. No Power to Lose

    Here's the way I interpret it: Situation 1: You have > 0 power and go to < 0 power through no fault of your own, i.e. you cast a spell for which you had enough power, but you lost more than you had. Situation 2: You have = 0 power and lose power.
  5. Wizard Apprentice Spell Card Access

    From 0 to 9 XP, characters are Rank 1 and have access to Rank 1 action cards.
  6. Stance Dice and Difficulty

    This difficulty in determining the esoterica of various results might also be one reason why they recommended not using stance dice when not in encounter mode. There, you have well-defined effects for fatigue and delay.
  7. Stance Dice and Difficulty

    I would add additional stakes, like so: If you roll reckless dice and get stress, you try a little too hard and your lockpick breaks. If you roll conservative dice and get a delay, the guard patrol comes by again just before you get the lock open (if you fail) or just as you get through the door (if you succeed).
  8. It's great to have it clarified, but I prefer to say that it takes an extra maneuver to disengage if enemies outnumber allies in the engagement. It seems to make sense that it would be fatiguing/stressful. Otherwise, the rule is meaningless, since it takes a maneuver to go from engaged to close anyway.
  9. Heretek said: Monte Cook writing for wfrp…. hell no thank you very much, hes to gamey and cheesy. His rendition of NWOD was horrific and I never loved anything he did that I can think of. Some good CoC writers might not be a bad idea though. I think Ptolus is pretty awesome, but that's just me. I ran campaigns in it for years. It was rather high magic, because its intent was to be a backdrop for playtesting D&D3, so it had to match the game, but it was also gritty and full of interesting uses for technology. If he could do a book like that for the WFRP world, I say yes please!
  10. Who's role is it anyway?

    Most tabletop RPGs take a different attitude than MMORPGs do. What MMORPG role would you match up with a Coal Burner? Diplomat? Burgher? You define your own "role" by playing your character as your character is. That's all there is to it. If you run into a troll, and you're not that good at fighting huge monsters, run. If you run into a band of merchants, and you're not that good at talking, kill them. It all depends on what you (and the GM) want out of the game.
  11. I ran "Rough Night at Three Feathers" too and it worked great.
  12. WFRP is just not as fun as the "good old days"

    ragnar63 said: As far as I can make out the original post was nowhere near a rant, just an expression of a players disappointment with the new edition. I have played and enjoyed all three editions, but that is not to say that I don't miss some of the 2nd edition. Just because somebody has tried 3rd edition and found it wanting does not make them a heretic! Please go and troll somewhere else, like Twitter for instance. I have no problem if the person didn't enjoy the game. "It's a boardgame because it has cards and tokens" is as old a rant as the game itself is old, and it's also empty and superficial and shows someone who is not really considering either what WFRP is or what other RPGs are.
  13. No more Fates Points?

    Don't forget that Fortune Points are meant to be spent, so you can earn more, so you can spend more, etc.
  14. WFRP is just not as fun as the "good old days"

    1 out of 10 for the tired old "board game" straw man. WFRP 3rd edition is exactly the same format as almost any other RPG. Instead of columns of numbers to track on a piece of paper, you have counters. Instead of constantly looking up the rules for what you can do, they're printed on cards and laid out in front of you. I think having all that information physically in front of you makes the game more visceral, not less. Try another rant.
  15. If the spell worked this way, the Empire would be full of immortal amber wizards. Clearly either it doesn't work that way, or Witch Hunters pour buckets of acid on any amber wizard they meet so they never get to learn this spell. Either way, problem solved.