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Kartigan13

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  1. Splints and Bandages has the identical same effect lines as normal First Aid, there is no difference whatsoever. Furthermore, where do you get that First Aid cannot be used in combat? The rules indicate the exact opposite: "Long-term care may be the best option, but sometimes more immediate attention is required, such as tending to a bleeding wound in the middle of combat, or setting a broken arm after a nasty fall. Immediate care relies on the First Aid skill." (emphasis mine) The entire point of S&B is that it allows you to use 2 first aid checks on the same person. Otherwise, the card is entirely useless since it doesn't do anything different from normal First Aid.
  2. PanzerKraken said: - So there is limit of performing first aid on a character once per act or so. Does this also restrict your usage of action cards that require a first aid skill check? Can you for example in a battle use an action card that requires a first aid roll, then perform first aid for recovery effect as normally listed in the rulebook? Since it's a separate action card with different effect than normal first aid recovery, I assume that it doesn't count as the once per act deal. That has been my assumption as well. So you could for instance use Splints & Bandages on someone and a normal First Aid check. PanzerKraken said: - Several actions or effects can cause a wound card that is critical to flip to normal side. Is it possible for a player to then heal that wound as if it were normal since it's been flipped over? The players wanted to do this but didn't let them since it seemed a bit gaming the system but perhaps it's intended as a potential quick heal for crits? I assume you mean allow the normal wound to be healed by the same action or roll that converted it from a Critical to a Normal? I don't have any rule reference but it has been my rule that no, a crit can be turned into a normal wound by something, but you then have to wait for rest or some other form of healing to actually get rid of the wound card itself. Grim & Perilous and all that.
  3. I guess I don't quite understand what you're saying. Bear in mind it isn't 10 XP, it is 11 if you're a Human, 12 for everyone else (1 for Dedication Bonus and at least 1 more for non-humans to transition to a new career). After you get the Dedication Bonus you get the career ability card AND a specialization for each of that careers skills you trained while you were in it. It seems like it definitely left its "mark" on you.
  4. Bear in mind that Apprentice Wizard's start the game with both Channeling and Spellcraft acquired (but not trained). Yes they need lots of skills, but that makes it a lot easier. By spending 3 on skills during character creation and a few advances they can get most everything trained if they want.
  5. 1) If on someone other than yourself, then yes and yes 2) No the player does not have to decide that ahead of time, it is an automatic side effect if they roll a successful check with boons 3) No it does not require any extended period of time like that 4) The restriction is removed for that check. The target's toughness rating does not make a difference when rolling to add White dice to someone's overnight Resilience check.
  6. SJMazzella3380 said: In 28 days, the weren't zombies, they were infected people with zombie-like attack patterns. They weren't even undead, they died of starvation usually around 28 days after being infected. True that they were not techincally undead. However there are two distinct Zombie stereotypes and one is of the fast-moving, superhuman strength variety, 28 Days Later is just what popped into my head.
  7. Well the thing with maggots is, they aren't terribly mobile, nor do they really "cling" to things that well. So if we are talking about the slow, shuffling masses of undead then I would say yes they do have maggots. If more speedy Zombies ala' 28 Days Later, then no maggots as they move too fast.
  8. My favorite part about GMing WFRP3 are the Fortune and Misfortune dice. They make it so easy to simply add or subtract modifiers for various situations without having a rule for everything that could ever come up. They allow me to reward my players for cleverly thinking outside the box, rather than trying to make "the box" include every possible rule or scenario that could ever come up. Thus its very easy to just hand wave and say "Take a Fortune die for that." or "Take a Misfortune due to this enviromental modifier." etc. It makes the world feel more real and choices have an impact on the game, without needing to remember what the modifier is for attacking with a bow underwater while in a diving suit…. I also like having the Creature Cards in front of me, rather than buried in a page on the bestiary that I have to keep flipping to. Finally, I really enjoy getting to narrate the effects of all the various side effects, whether they are Chaos Stars, Boons, Banes, or Sigmar's Comets. Its also fun to interpret "how" something happened after a dice roll, whenever it is appropriate and significant. On the downsides it seems like it takes a long time to prep for a game, but then I'm not that familiar with other systems. I also have a very hard time judging how difficult combat encoutners will be, without running mock combats ahead of time which takes a lot of work.
  9. I made a much longer reply to Ceodryn over on the other board, but I'll offer the cliff notes here. In my opinion the ability to ignore Defence is largely insignificant. Defence is in general useless unless you are very lucky on the dice or in very specific situations. Even with a whopping 3 Defence we are talking statistically 1 Challenge symbol which often times doesn't make any difference what so ever, and even when it does it is usually a difference of 1 or 2 damage. I also think it would make even less sense to have higher Defence members of an engagement somehow "protecting" lower Defence members of an engagement, even those of the other side! If I was to use Ceodryn's example, suppose we were fighting some very tough monster (a "boss" if you will) and his blunderbuss wielding minions. Why would it make any sense for us to "hug" the boss monster so that he could "protect" us from the blunderbusses of his minions (though it might make sense since we want him caught in the blast)? Allowing any Defence dice to be rolled then also would bring up the question of why can't you Block a Blast attack (since Defence and the active Defences are basically the same thing)? Converting Defence straight into Soak is too harsh of a nerf for Blast attacks IMHO (it would be much easier on them to just make them roll the highest defence). I don't really see much of an issue with this ruling. The only time where it might get weird is against some NPCs who have crazy high amounts of Defence (like 5+ or 6+). In these instances, perhaps then you need to add a couple of Soak to the NPC against blast attacks. In answer to Phillipe's question I don't really see a problem with an NPC with a blunderbuss attacking an Engagement of PCs and ignoring their Defence. All the PCs who have high Defence will still be the most resistant to the blast (because they'll have high Soak to go along with it), and as I mentioned I don't think it makes sense for high Defence targets to "protect" the entire engagement by their mere presence.
  10. So I submitted a question to FFG and Daniel was kind enough to answer. The short version is, Blast attacks target engagements, not individuals. Since engagements do not have a Defence score, no black dice are rolled for Defence regardless of who is in the engagement. So in essence, Blast attacks ignore Defence.
  11. How many players do you have? Assuming just 3 or 4 that should be plenty of coins I would think. *Edit* Those coins do look frikkin' sweet btw. How much is it going to cost you, and is it hard to do? It really makes me want to do them for my group. My group is the same boat, board gamers that transitioned to RPGs thanks to Warhammer Fantasy Roleplay 3rd Edition. It worked great in that capacity for us.
  12. Yeah I think that like everything, how fast the game moves is mainly in the hands of the GM. My group has only had 1 session so far, but it looks like we are faster than what they are assuming you will be. I'm thinking 10-12 sessions (not counting the optional epilogue), though our sessions are sort of "marathon" ones that go all day on a Saturday (so like 8 hours or so).
  13. The 5 that get through are called wounds and John would draw 5 facedown wound cards and place them in front of him.
  14. Being as I am the engineer in question I could most certainly be biased . It is my opinion based on the wording of the rules that all effects from any action card used by the Blunderbuss hit everyone in the engagment. The reason is the wording of the "Blast" ability. It reads "A weapon with the blast quality targets one engagment up to the weapon's range. Everyone in the targeted engagement is subject to the effects of the attack." (emphasis mine) Action cards ask you to choose a "target", if you are using a blast weapon your "target" is 1 engagment, rather than 1 character (or group of henchmen). Thus any attack from a weapon with Blast hits an entire engagment and all members of that engagment suffer the full effects of it. Naturally whether that is "overpowered" is entirely up the GM . However I believe that it is pretty clear what the rules as written intend. As far as the defense thing I have no idea. I think Block and Parry were removed just for the express purpose of preventing such confusion, and since Soak is easier to calculate individually they changed Dodge to work that way. It could stand to reason they meant it to ignore Defense so you wouldn't have to worry about it, but that could make a Blunderbuss very good indeed. It is equally frustrating though when someone with a High defense is basically like a permanent "Guarded Posistion" for an entire engagment, even when they are MY ally! What they mean for you to do with "natural" defense I don't know, probably a good question for FFG. The "best" solution would of course be to roll the attack with 0 black dice, and then roll Defense for each target, however that seems cumbersome and unwieldy. Maybe if no one hears back from FFG we could just house rule it somehow? Like Defense adds .5 soak value to Blast attacks or something?
  15. Hi there, welcome to the forum. Normally you get 1 Action and 1 Free Manuovre on your turn (additional Manuovres cost 1 Fatigure each). There is an optional rule that allows you to replace your 1 Action with a 2nd Free Manuovre if you want. Even if you play with that rule, all non-free moanuovres cost 1 Fatigure each.
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