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AVJax

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Posts posted by AVJax


  1. We played this one and it was a farce. The rebels just ran around the board or double healing if they needed too. With two rebels they have +10 health and two activations a turn. With running around and massive healing it was impossible for the imperial player to wound both Heroes in 6 turns.

    Deeply disappointing game, I wouldn't bother with this mission if it came up whilst I was running the imperials.


  2. I think that is how we played it.

     

    However the manual specifically says the 1st player chooses when the ball is in the centre field. In our case it wasn't it was in the Skavens hands.

     

    So I wonder if the intent of the designer was for the ball carrier to be king?


  3. Found the podcast a few weeks ago. Brilliant stuff.

     

    I am currently running the Witches Song but we are only at the end of the 1st part where Lenko leads them to the mouth of Morr. Listening to the podcast gave me lots to think about, though the party I have is very different.

    Female Rat Catcher - addicted to brandy.

    Male Scout - Lost his hand in an earlier adventure but went on a quest to search for a gold wizard who went missing looking for secrets in an abandonded dwarf mine. He was said to have created a magical hand made of gold. They found it so now he has the item from Omens of War.

    Male Boatman (was Smuggler) - has his own small boat he stole.

    Male Navigator. Works for the boatman.

    I was interested to see you went through the adventure with 1st Rank characters. Mine are in the middle of second rank with around 14 XP each. Did you find the adventure was a bit hard for them at rank 1?

     


  4. We had the following situation in the blood bowl tournament last night.

    Dwarf - 10 Star power

    Orcs - 10 Star Power

    Skaven - 8 Star Power (with the ball)

    Elves - 6 Star Power.

    Who wins and how is it sorted out for runner up etc?

    Per the rules it looks like the Skaven would be the winner as there was a tie and they had the ball but they weren't part of the tie for 1st place.

     

    any help or clarification much appreciated.

     

    Andy J


  5. Wow...

     

    Just Wow..

     

    Rampant speculation and miss information. Well done on one of the worst posts I have seen on this board.

     

    4E is either the first or second best selling RPG on the market. It's fine not to like it but the rubbish spewed in the posts above is just a waste of time.

     

    I am not sure I understand the point of the question, unless it is just to bait people in to an RPG game system argument.

     

    Warhammer is a great game and was innovative enough that people across the industry are no doubt looking at it and the lessons it has to offer. Will a new edition of DnD use any of these lessons...

     

    Who knows. One thing is certain no one who post in response to this message will have the faintest idea.


  6. That's a shame as this is a one off to start with so no time for character creation.

     

    One question the pregens seem to have the Str bonus for their armour but their actual strength score hasn't been increased by the +20. Is this a mistake or does the armour only effect the str bonus not the full score?


  7. All I just picked up DeathWatch and I am going to run a game this weekend, I figured the best bet would be to run them through final sanction and use the pregenerated characters.

    However one player expressed an interest in running a Librarian. I have put together a Librarian and it looks fine but the Pregens don't seem to be using all the rules. Is there anything I could do to easily bring them upto the same level as the Librarian?

     

    Thanks for any pointers.

     

     


  8. Probably a silly question but is there only meant to be 2 quest cards in this set?

     

    The first set had 3 quest cards and the 3rd one specifically says the players have won if they complete it, all the 2nd quest card says is players cant defeat the stage if there are trolls in play?

     

    Can't imagine what the 3rd stage would be but the wording seems odd, as if there is meant to be another step.


  9. With regards to the second part the old world is a fantasy world and more the point for the sake of your games it is your fantasy world. So it can have any race/sex or any other attribute you want in any position you want.

    My take on racism in fantasy worlds is that they are good places to explore the concept (and to point out how ridiculous such notions are) but keep it between actual races. So dwarves and elves have a racial hatred and nobody likes the Dark Elves but I would steer clear of of any ism that is applicable to the real world.

     

    jut my 2p


  10. I would go for the core set (an errata'd version isn't needed any errors are magnified by the lens of the internet, it would be good if they did do a second printing with the docs cleaned up but don't wait for one).

    You may also want to add either the Creature Vault or Guide (don't need both straight away).

    If your players pick a Wizard or Priest you can add the Signs of Faith or Magic box down the line, both also bring in other careers usuful for other characters. (Signs of Faith has the Assassin Advanced class for example).

     

    If your players get into it they can pick up the Players Guide hardbound book and supplement it with the role specific guides if they feel the need.

    My current collection -

    Core Set, Games Master Toolkit, Advenurerers Toolkit, Signs of Faith, The Gathering storm, extra set of dice and the Creature Vault. The game is a beautiful thing to play and I have a mix of players, some use all the components and some just use character sheets.


  11. I have to agree that there are too few dice.

     

    What I would like to see is a players set. It could include the main rules (character creation and how to play the game) + Careers / Character sheets and dice (same amount as the core set). Probably need the cards as well.

    Not sure what the price would be but about half the core set sounds good to me.

    That would be a reasonable buy in for people who never see themselves being GM's and also would mean the GM isn't the one who has to buy everything for the game which is how it stands at the moment.

    Would also sell a lot more copies as remember there are on average 5:1 players to GM's in most groups. So with a players kit FFG could sell 1 core and 5 players sets per gaming group (potentially).

    At the moment it looks more like 1 or 2 cores + Adventures kit plus a couple of dice sets.


  12. Also don't forget the rules are a guide.

     

    If you want a Wood Elf or even a high elf wizard then with your GM's consent do it. To stay close to the Old World feeling you would at least need a back groud that explained it. Maybe the elf was raised by a Human wizard from a child and trained in human magic. Would make for interesting story.


  13. Well it's finally here and man is it pretty.

    Will need to break out the components and start reading for a potential game next week.

    When I opened the box there was a little slip of paper which said FFG weren't happy with the quality of the d10's (red and green dice) so they put in an extra set. Which is great, I couldn't see what the issue was so I have double the amount.

    By the way I got my copy from a marketplace seller on Amazon.co.uk.

    Happy gaming everyone.


  14. Kaptain O said:

    Yeah I got the same response.

    I am not currently looking for erratta, right now I want to know how they played it.  I mean I'm sure Jay played the game before it was released right?  In his game did his cleric start with piety/invocation? Did his casters roll with a base difficulty of <P> or no?

    Surely *somewhere* in playtesting these basic basic questions came up?

     

    I guess those things will be covered in the FAQ that he is working on rather than the errata.


  15. I know it was a complete nightmare how much you had to keep track of in second edition.

    Like you I am glad 3rd has come along and streamlined things makes it so much easier to look up reference or to plan adventures.

    Course as more supplements come out then the amount of creatures classes races etc will grow and we will be back where we started.

     

    Ah well at that point maybe 4th will come out.


  16. Surely you just do it the way we always used to do it. Description

    As you open the old wooden door your torch flares from the sudden draft, it's flickering light  spilling into the small room. Sitting round a rough table are several small goblinoid figures. They look up at the sudden interuption and spring to their feet.

     

    Roll initiative due to the size of the room you are all at short range though you can move down the corridor to medium range and still see into the room. (for example). Run the combat refer to any special rules (The gound is slippery with water and moss add in 1 challenge die to physical actions for example).

     

    Then after combat describe the other features of the room exits furniture plot features etc.

     

    Just guessing at these things as I don't have the core set yet.

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