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  1. I'm not going to criticize Emrikol's ideas per se, but I will mention that you have to be careful about balance. Doing away with ACE for example can cause serious issues. To add to his suggestions, bring dice. I have a bagful of d6's for recharge tokens, and use a handful of d20's to track wounds on monsters. This works way faster than chits, or paper for me. I definitely, definitely want to stress doing upkeep (end of turn token shifting) after your turn is done. The 'location' cards add flavor, and more often than not help me resolve chaos stars and loose banes. I have some quick-n-dirty gotos for effects there (I'd love to hear your d10 list Em), but usually the player rolls, and if there isn't a star/bane effect on his card he looks up waiting. The location cards are more for me than the players. I would recommend you do not get rid of Rally Steps. They balance reckless stance vs conservative. If your players are having trouble remembering what it does or what it means, print out a sheet like you do with the other rules. For us it has 3 purposes. 1. It regens stress/fatigue which is critical. 2. It allows for 1 quick first aid (which again, the players have pools written down for). 3. If you roll off your stress/fatigue quickly, it's a chance to grab that drink, hit the bathroom and be back and ready to rock. As for combats - make them matter. Fender had the right idea, but may not have explained the why's behind it in detail. Here's how I handle it (for over a year now). My games are mostly social/investigative for 2-3 sessions ending with a terminus session that has a batch of combat. The PCs don't start fights for no reason, but this isn't DnD. There is NO REASON to have random combat. You don't get treasure. You don't get clues. You don't get XP for killing things. Putting random combat in is pointless. I stress that again, there is no POINT to random acts of combat. Our fights are over in 3 rounds or less. Either the PCs drop like flies, or the NPCs drop like flies. When 2 PCs caught a lone Skaven up on a rooftop? Bam, 2 rounds, ~5mins. Giant demon dropping 18 point hits? Yea, it's either sink or swim time and the fight is decided in the first 2-3 blow exchanges. We never have 'melee strike, I hit for 3 damage'. We have sigmarites igniting hammers in golden flame charging in praying. We have duelists singling out combatants and perfoming critical finishers. We have our noble ordering combat, shouting encouragement and standing over the fallen. If a fight is not epic - either make it trivial or cinematize. What do I mean by trivial? Why did you have 6 zombies? If you wanted to show there are zombies, make it 2 sets of minions (#party sets each). They get some white-die boosted early hits to scare the PCs, and then drop like flies. Combat over in 20 mins or less. If you just want to demonstrate that they're there and you don't want to jump on the 'grim and perilous' button have the PCs each narrate something cool they do (add some white/black dice for narration), and decide on a difficulty level of the encounter (2 purples!) and roll a couple dice. Banes are fatigue, Failures (crossed swords) are wounds, chaos stars are a crit. Combat done in no time, and you move on. You should have a 1-2hr combat when life is on the line, and the PCs get to be AWESOME and die gloriously, or succeed epicly. If you do this they'll have the stories about the time the demon altered reality, shredded the roof, and they fought in the midst of floating tiles, with 1000 eyes of tzeench peering from the portal from behind the demon. They likely won't remember the zombie combat. Be awesome. Stay epic. #salutes
  2. I've actually been wrestling with this one. My players were helping me sleeve some cards, and our noble asked to buy a card that is essentially a dodge/parry/block for social maneuvres. I honestly am thinking of letting him have it. It's very appropriate but I'm of course worried about precedent.
  3. So, Crunch is good and all, but I have a new player joining our game and she wanted to play a scholar. I said 'sure' 'fine' and thought about the classes I've seen much like it, but I'm not doing so good when trying to come up with a rank 2 scholarly person who isn't an investigator (which we already have). I know there's some awesome RPers in here who favor the less combaty careers. Anyone have a couple suggestions to help me out?
  4. It is because skill training (Yellow Dice) convert to black dice. Specialization (white dice) are weaker, and should not translate that way. I understand the logic, I can even quote probability numbers. I've even heard some excellent points by dvang on how this specialization "might" be used in different non-combat scenarios (albeit, his 'interpretation' of assembling those pools does not necessarily jive with the book examples, or how we run the game). That said, attack scales alot faster than defense. Monsters gain bigger attack pools, higher damage values, more deadly cards, but while armor scales some in tier via money (you get better armor, IE more soak) defense values don't change much. Which means you're stuck with near logarithmic progression of offense and very few options on defense. Higher tier matchups are often over inside of 1-3 rounds. Is this dark, grim, gritty, realistic? Yea. I think so. Should players who spend points to try and build defensively have a few more options here and there that can only be used every 2 recharge? I vote yes. There are even rules written that I can quote to support my argument. That said the p 21 clarification is fairly succinct on the function of specializations. I understand it, and it is not how anyone I know in person chooses to play. Does this mean combat is 'easy' and metagamed so that threats are less? Our lethality level says no. Your mileage may vary.
  5. @LCR keep in mind that you get 1 point to spend. And alot of times you are limited. If you are mid-career (say 3 advances in) and you bought 2 actions and your cap is 2-3 as usual, you might have to wait 8-10xp before a new career (you cannot buy actions out of career) and opportunity opens up. That is 8-10 games. Since we play every other weekend, that's half a year before you get your 'new shinies'. At the same time, my gut reaction was closer to yours, and while my players are good at math, and they are taking the new cards in particular because they are fun and work so well together, it's not without the 'flavor' aspect by a long shot (heck my Sigmarite in one game is picking up some Zweihander cards himself). So I figured I'd poll the groupthink. Some great GMs and good advice on these forums, usually well reasoned out. So, we work it into the story (duelist training) and do the 'retraining' so to speak.
  6. The specific example is a roadwarden turned investigator who's been fighting rapierre-main-gauche since inception. Although he took things like 'duelists strike' etc, the new diestro cards are much more up his alley. Moreover, he managed to *TINIEST SPOILER ALERT* convince a famous duelist in EoN to give him some lessons. We went with the more monkeylite approach, but I wanted to pick the brains of the fine folk on the forums and see if there were any other ideas floating about.
  7. So! With the advent of Omens my whole party is drooling over the new cards, which also makes their 'build' and training somewhat circumspect or moot (IE if certain cards were available earlier, they would have already had them purchased). Now I know that it's a 4e concept, but does anyone have any solid house rules for 'retraining'? Namely if someone want's to replace a card in their build order later in life, is there a rule for it that doesn't involve yet more careers? I think we've settled on 1 card per rank with appropriate training and story-motivations. [i appologize if this is in the wrong place, I could see it going in the Question forum or the GM one, but since it's not clearly either, and has no spoilers I figured I'd just ask generally]
  8. murph said: I ran a basic combat between a pit fighter and a beastman and there were many areas of confusion. 1) Specialization. The Pit Fighter chose to max out on skills and had chosen two specializations - 1 in Weapon Skill: Hand weapon; and - 1 in Weapon Skill: Parry with hand weapon I read the Specialization in Hand weapon as granting the pit fighter an additional fortune die, any time they attack with a hand weapon. So, training + specializing in hand weapons nets them an Expertise die and a Fortune die when they attack. But Specializing in 'Parry with hand weapon' does nothing to the parry action. Right? A pit fighter trained in hand weapons would only add 2 misfortune to their opponent's dice pool with or without specialization? (1 for the basic action, and an additional die for being trained in hand weapon). So as a starting character, why would anyone choose to specialize in parry? If you search on the forums, this argument crops up regularly. Yipe is mostly correct. Page 21 does state that parry and dodge specializations don't do anything by default. However, the same sidebar states that it is up to the GMs discretion, and if you look on pages 50 and 51 - it states explicitly that misfortune dice can be added as modifiers for training, skill etc. I currently know 4 groups locally that do use an extra black die on the cards because of these rules in the book, and the fact that otherwise those specializations are kind of stupid (waste of points, what have you). It is ultimately up to your GM to decide (remember the baddies might crop up with those abilities too). murph said: 2) Initiative: Two scenarios made me wonder. Let's assume the Pit fighter and a lone beastman begin combat and both roll no successes for initiative. Rules say the PC goes first, so the Pit fighter drops into a conservative stance 1 rank, draws a sword and attacks. They roll a delay. Now I think I have this one figured, but want to double check. The GM can move the pit fighter down on the initiative track, or add recharge tokens to one of his actions. 2a) Can the GM add delay tokens to an action card that has not been used or currently has no tokens? Yes. murph said: 2b) Can the GM move the pit fighter down in the initiative order, when he's already at the bottom? I'm guessing the answer to both of these is 'yes' but here's the one that had me scratching my head. Yes. The progress tracker is just used to place people relative to each other. You're jockeying for 'order' not really going 'on initiative X' per se. So if you run out of spaces you can slap a few more pieces on the bottom end of it. murph said: Say the GM adds recharge tokens to the pit fighter's block action, and so the pit fighter is still at zero on the init chart, and the beastman is right after him. The beastman takes their action, Savage Strike and succeeds with three boons, allowing him to move up on the initiative chart. So now, the beastman is at 1 on the init chart, and the pit fighter is still at zero. Both have completed their turns, and the next round starts. 2c) Does this new order mean the beastman attacks first in this round - getting two strikes in a row? You betcha. He hit hard, and got the initiative/momentum/jump on the pit fighter. The good guy's in trouble! murph said: 3) Movement: Assuming you're willing to pay the fatigue, are there any other limits to how much movement you can do in a round? Say the beastman takes a good chunk out of the pit fighter and he decides he wants to get out of dodge. Can the pit fighter (Toughness: 5) declare a melee attack action, then use a free maneuver to disengage to close range, pay 1 fatigue to move to medium range, pay 2 more fatigue to move to long range, exhaust their Reputation: Strong Willed (to recover 1 stress and 1 fatigue), and then pay 3 fatigue to move to Extreme range? There is no limit on movement, but your pit fighter would have 5 fatigue on him. His toughness might be five, but what is his dex/str? Chances are he's got black dice on all combat actions. You could then go to a chase scene (where his fatigue might be a detriment), or the Beastman might push himself being unwounded, to try and catch up, potentially spending agression (as per the optional rule in the GMs guide) to try and close. The pit fighter's strategy (other than hauling away as described) could be to disengage and move one, and maybe set up a defensive position, or push a bit and try to 'reasess the situation' which again helps with defense. Sort of do a staged retreat. murph said: If so, the beastman would now have to do 7 maneuvers to catch up (1 free and 6 that generate fatigue)- and I'm sensing there will be a lot of running around going on. The beastman would need 6 (he doesn't have to disengage so 1 to medium, 2 to long, 3 to extreme - is six) or 5 wounds. Alternately he can move 1, and then make some 'tracking checks' with his keen bestial senses, after the pit fighter escapes, while bleeding a clear trail. It's of course up to the GM and the style of game to decide whether to pursue to the bitter end, or cut their losses, and let the pit fighter hide in the bushes. Running away is a legitimate strategy in Warhammer though... murph said: Thanks all Keep em coming!
  9. Unless the card is exhausted, it works every time. IE doubling. For one, fortune points are limited. (You start with 3, and gain back one once in a while, with a cap of 3). Meaning you can at most gain 3 white dice to a check from the talent, and be empty on fortune for a while. For another, this only applies when you're using it on a check you don't have any yellow dice in. It's not excessive in practice, and only comes up occasionally in my experience.
  10. Actually (I hate this argument, it comes up alot, and there's alot of good statistical arguments) our problem has been resolved somewhat in the rules. Yes, the rules. If you look at the Myrmidia spell Bless Armor (rank 1) (p. 194 revised book). I'll quote: "While this blessing is recharging the affected suit of armor is considered an item of superior quality. It's soak value may not be ignored by effects that normally igrnore armor soak value, and Pierce value of any attack that targets the wearer is reduced by 2." If you like myrmidia to be special or 'more' you can temper the second half of that argument, or use any of the house-rules presented above of course. I strongly disagree that we add 'misfortune dice' to armor (which already is kind of paltry compared to attack bonuses) only so we can take it away for superior quality. I think this is possibly a more elegant solution. Game on comrades!
  11. Doc, the Weasel said: Just to play devil's advocate, why is it wrong for players to play the way they want to? Isn't this more of an argument of "who's game is it?" I realize that there's a long history of GMing with the attitude of "it's my table, it's my game, I wear the viking hat and I make all the rules," but if everyone at the table wants to game one way why stop them? Isn't the GM wrong for not being on board with the majority? Hey Doc, I don't think it is. But good Devil's Advocate! Finance (and to a great extent, all commerce, and even most of the systems) in this game is fairly abstract. A PC wanting to chip down statues in an abandoned temple, account for every horseshoe, belt buckle and arrowhead might be missing the point. But even if this is what the 'majority' wants, it requires a completely new way of tracking things. The game doesn't have pricing for most of these goods, and it isn't meant to do transactional micro-management. This means that the greedy players are forcing excessive extra work on the GM to try and run the game in a fashion it wasn't really meant to be run. If this is fun for both parties? Blessings away. So then the question comes, what's the downside. Well aside from the haggling and pricing of everything, this breaks a number of the rules of encumbrance. That aside, what does this penny pinching lead to? Superior weapons and armor too early in the PCs careers, and often no need for plot. (If you're rich and merry, why are you out risking your life?) Basically, in my group this sort of rein pulling is not necessary. My PCs have goals, and while they're cash poor alot of times (every windfall they make, they tend to have to spend too much money pretending their noble is golden tier for plot reasons), they understand that I hand-wave a number of things (I don't track the price of every ale in an inn, or the cost of flint and tinder and such when trying to cook food they hunt in the wild) since they cooperate with me, and play inside the system and spirit of the game. As is the case in many posts, the GM isn't asking how to be a terrible overlord (horned hat and all), but how to guide the PCs onto the track of what Warhammer and the game is all about. It's just a fellow co-runner of the game wanting to know how to prevent excessive micromanagement (including prepared lists of all the goods in the scene, with marble by the pound calculated or the cost of smelted weapons), and further problems such as super-rich PCs hiring 100 goons and forcing him to do henchmen on henchman combat to resolve plot.
  12. Keep in mind also that 'Adventuring' in DnD is a legitimate profession. In Warhammer it's a bit different. While there are plenty of soldiers, guards, and even shady characters, this isn't the day of regulated firearms (with permits) and Swords, Knives, and Crossbows are silver tier. Which cuts out the majority of the population from bying it (Brass can't afford it, and the Gold tier would also not stoop to buying such drivel). Just because you HAVE 25 crappy non-steel orc swords doesn't mean someone wants them. Most people don't need to buy weapons and armor, and those that do need fitting (especially for the armor), and either can afford to buy a weapon of 'quality' from a legitimate merchant, or are buying cheaper stuff themselves (sticking to daggers instead of rapiers or those previously mentioned orc swords). The smith may make weapons, but he sells his makers mark. He also may only sell a sword or two a month. And buying those 25 daggers from you is in no means a good deal for him in the short to medium run. Even private guards have a 'look' and uniform to uphold. Re-forged steel can have temper issues and is not as good as the raw stuff. Basically your target audience is brigands, and people who are about to go to war. Maybe a peasant rebellion. Although they would be more comfortable with torches and pitchforks. A bow or five. Which all told, is actually tough to aim for in a market. Also the encumbrance rules are there for a reason. PCs won't be lugging multiple crossbows around for long. And if they get creative with a horse and cart, make sure to have thrown wheels on chaos stars. Shot horses in ambushes. And nice adventures that involve treks through the mountains. They get the hint pretty quick.
  13. There was extensive discussion on this previously. I believe the argument was Int because that's the stat used in the check. I'd have to go look though. (Where's a dvang when you need one! )
  14. Apply toughness. It's not used enough. If you need MOAR DAMAGE, do 13-Toughness-Successes = taken wounds. (or 14 or 15). Personally i'd still do 10-Tou-Successes but do banes->wounds, Chaos->criticals. I mean this *IS* a crash landing. In warhammer. Also. Coordination should be an option. Or anything cool people think up.
  15. Warpstone like? Each time the baloon is shot add 2 black dice to the 'piloting' check. Build a tracker. Gas meter. Something like G G G * R R R. Start all the way on the right. Each shot brings it down one. If the PCs are firing, on a comet it can blow up. Anyone in an area can take a static damage check. Something like: How are you dodging? If the PCs are piloting, 1 chaos star lowers the meter, 2 chaos stars on the check when the baloon is in the red make it blow up. Meter in the green means the baloon is too swiss cheesy and it's losing altitude. I'm a Slayer! I'm tough enough to take it. Ok 4d resil check. I'm a Rogue! I dodge like a mofo! 3d Coordination check. I'm a Jade Wizard! I want to bend the winds to blow it away. Cool, that's a cantrip, 3d. Add a [P][Y] because there's some crazy chaosy stuff in there. After that - successful folks get a 2D resil check for corruption, hit people get a 3d check. TAHDAH!
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