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Ravenheart87

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Posts posted by Ravenheart87


  1. The scythe is signature weapon for the Amethyst Wizards - which sometimes isn't a normal scythe, but summed from the purple wind. Some necromancers also wield scythe. But unlike sigmarites and myrmidians, the priests of Morr have no real signature weapon. Of course this doesn't means someone can't choose it as his weapon, since it still a symbol of death...

    Of course my knowledge is based on Tome of Salvation, never read Signs of Faith, but I hope they didn't change this there. I don't want to see Morr to become another scythe-wielding death god. He's the god of death and dreams, and the guardian of dead, not the harvester of souls.


  2.  Warhammer's witch hunters are already quite varied. WFRP2's Realms of Sorcery mentions three "category" for them: mercenary witch hunters, devout hunters and seekers. They don't need to be necessarily aligned to Sigmar either. If I remember correctly, there were some witch hunters in Beastslayer, who follow Ulric. But if you want to put in something that you think fits the Old World, why not?


  3. ynnen said:

     

    Q: What content from Winds of Magic and Signs of Faith appear in the Player Guide and Game Master Guide?

    A: The new careers, actions, and player-focused content from these products (as well as the Adventurer's Toolkit) is re-printed for convenient lookup in the Player Guide. The rules for corruption and mutation (first found in Winds of Magic) and disease (from Signs of Faith) are in the Game Master's Guide. The background information, creature flavour and background, adventure, and other content is not duplicated in either Guide.

    Also, while the careers, talents, and other components from Winds of Magic and Signs of Faith are listed in charts and layout in the Player Guide, these components are not part of the Player Vault those cards, sheets, and punchboard are available in Winds of Magic and Signs of Faith.

     

     

    And the background info from the core? Is that included in the Guides?

    BTW thanks for giving us more info. It made a few things clear.


  4. Necrozius said:

    Ravenheart87 said:

     

    Prostitute
    Courtier
    Bawd
    Innkeeper
    Minstrel
    Cat Burglar
    Demagouge
    Fence
    Master Thief
    Steward

    ...would be welcome.

    I also hope we'll see Marines and Pirates in the martial supplement, and of course Judicial Champions. :)

     

     

    Yeah most of these are covered in Signs of Faith. Pretty awesome!

    Which ones? Maybe Pedlar or Chamberlain covers some of these, but surely not most of them...


  5. zombieneighbours said:

    It is also worth noting that Gnomes have never(to my knowledge) been officially removes from the warhammer world, they have simply not be detailed in a while, it is entirely possible that in the grey mountains of 3ed WFRP, that a dwarf sub-species tinkers away, far form the holds of their ancestors, and it has simply not come up, because it isn't an area that has been detailed by the war game.

    I think not even being mentioned officially for many years and editions qualifies them as removed.


  6.  Well, if you want to introduce the Old World to new players, I have the following tips for you:

    -There's an Empire chapter at the end of the WFRP3 core rulebook. It's quite short, but includes history and overview of the are you are going to play. It's unnecessary for them to know more about the area.
    -Give them the William King's Trollslayer novel. It contains short stories, which are easy and quick to read. The whole book won't take more than two afternoons to finish, but two or three stories should be enough to learn, that this isn't a merry high fantasy world. :)
    -There are two movies, that are close to the feel of the Warhammer world: Alliance of the Wolves, Solomon Kane. Quite good ones too, in my opinion.
    -Lexicanum and Hammer Wiki are also a good source of information.


  7. I think since the NPCs work differently from PCs, you should take the easy way and don't build them using careers and etc. Take a basic monster, modify it's ability scores, wounds, damage, soak, defense, A/C/E budget, and give him some new actions. Far easier, than the D&D3e way - man, how I hated building NPCs in that game...


  8. Hashut and the Horned Rat are still existing minor Chaos gods in the current Warhammer lore, and IIRC, Necoho and Zuvassin were mentioned in the Tome of Salvation for WFRP2 - maybe they will be mentioned in WFRP3 too, who knows. Malal is not mentioned among the greater Chaos gods, but you can still include him as a minor. That's the beauty of Chaos, it's ever changing, and you can do whatever you want with it. :)

    High elves: I think they are still arrogant and still don't consider the other races as equal. Rather, they consider them useful "tools".


  9.  Yeah, but once a new player wants to join, he will need the cards too. And if you have 3-4 players, all basic action cards, and possibly some of the advanced actions he wanted to have are taken. Should he buy a new core set, or the Adventurer's Toolkit? Well, if we wants to have it, sure, but to join the game, the Player's Vault is more than enough for him, because he will have all the actions, tokens, stand ups that he possibly needs, and character sheets to.

    The Player's Vault is not for a party, but for one player.


  10. dvang said:

    Additionally ... I forgot to write that Jay mentioned the Player's Vault (I think it was) had new bigger and double-sided character sheets. 
     

    Are they bigger, because they had to redesign them and include some stuff on it so you can play without components? I hope so, I don't really want to mess with creating character sheets... Or heck, maybe I want to, but only if neccessary. gran_risa.gif


  11. plutonick said:

    Thanks a lot Dvang (and Jay of course), you just dispelled my fear of the new Hardback guides.  If the only new rules thing is that percentile rule for character creation, then I have nothing to worry about having to buy all that staff again.

    And I don't have to worry to about having to buy any of the Vaults or the Core Set. I'm quite satisfied with these infos so far. Can't wait to get my hands on the Guide series. This alternative entry point is a nice idea, Jay, you got a few new customers, I think. :)


  12. Mal Reynolds said:

    Only 20% of those who play a game ever write to a forum.

    Put  in another context, about 1 of 5 who play warhammer 3rd edition write to this or a similar forum.  So dear FFG instead of catering to the minority who do very often raise their voice about any petty thing, why not cater to the silent majority?

    Now how can you cater to the silent majority? By simply doing your own thing and mostly ignore the criers and doomsayers at your forum.

    So, because someone never writes on forums, automatically means he's satisfied? And what if he's not interested in the forum? You know, forums can be scary with all the nerdrage, crying, fanboism and flame... gui%C3%B1o.gif


  13. Akishma said:

    Bravo!!! you could'nt have put things more clearer. I myself feel that I have taken a considerable and expensive risk in supporting Warhammer Fantasy. The product is one of the most expensive games on the market, and after reading through the "Sifting through Shadows" I felt really ripped off.

    I feel that in order to put our minds at rest, these issues need to be answered. I love the game as it is, but please if it means that I need to invest again in the core books and later on in the vaults, due to a few new cards or an improved rule you have taken serious advantage of us gamers.

    I hope that i just misunderstood things, and that you quickly find the time to explain to us, who have supported the game to where it is now, which products we need, and which have already been covered by the previous box sets.

    Read the FAQ, it answers all your questions. The guides/vaults contains no new material, except few diagrams, and errata - the only exception is the Creature Guide/Vault.


  14. HedgeWizard said:

    Obviously people are going to argue that they should make it all an option because more choice = good. But there are a lot of costs ($$ and increased confusion/fracturing the base) by providing an option on every release. 

    This is why I think it should be done every fall... Box-fans would have already bought their boxes during the year, new players and book-fans can get those stuff as compiled guides and vaults.


  15. HedgeWizard said:

     

    • All adventures and supplements going forward so far appear to be: book + components. None of the adventures or Dwarf sourcebook have a separate Guide/Vault going forward.

     

     

     

    Which is a pity... I like the new, modular presentation of WFRP3. I'd gladly buy the books from all the supplements, but I don't need the bits, since I keep everything on paper, and if I need something, I'll make it myself. Ie.: we made our power and item cards for 4e, I even created a character sheet, and I don't need standups, since I already made tokens for WFRP2e, and we can also use my girlfriend's miniatures.

    I'd love to see such guide/vault compilations every fall...


  16. Thanks for the FAQ! A quick question:

    Is there any chance, that we will see such compilation of the new rules and game elements from next year's supplemets during 2011's fall? I suppose those, who got into the game, would like to buy their supplements as books too (maybe except adventures), just like those, who bought the boxes, want to continue buying high quality boxed products.

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